Jump to content


Photo

Seb76's Ufo Extender


  • Please log in to reply
384 replies to this topic

#1 j'ordos

j'ordos

    Alien Concept Task Force

  • Xenocide Artwork Department
  • 5,059 posts

Posted 31 August 2008 - 06:21 AM

Thought I'd post this for those that don't know yet: there's a useful loader for xcom1 that fixes some of the annoying bugs in the CE version. For example the blaster vertical waypoint bug, the pay for dirt bug, phantom radar bug, base disjoint bug, etc etc...
Not only that but it can also show your troops current vs max weight during equipment, which is VERY useful :)
Give it a try: http://www.ufopaedia...itle=User:Seb76
"You can't trust your eyes if your imagination's out of focus" - Mark Twain
"The mind is like an umbrella, it functions best when open" - Walter Gropius
Posted Image
SNEKK BLOG U-LAR MEKHH! GAHGHH! RK!
GRRGH RGGHH SNORRTT GHACKHGG

Now presented in DoubleVision™ (where drunk)

#2 Admiral Harkov

Admiral Harkov

    Captain

  • Forum Members
  • PipPipPipPip
  • 113 posts

Posted 15 September 2008 - 12:08 PM

Thanks for the link, downloading to try it. :D

#3 Admiral Harkov

Admiral Harkov

    Captain

  • Forum Members
  • PipPipPipPip
  • 113 posts

Posted 17 September 2008 - 06:48 AM

Duh, it doesn't get over Vista problems

#4 Admiral Harkov

Admiral Harkov

    Captain

  • Forum Members
  • PipPipPipPip
  • 113 posts

Posted 18 September 2008 - 05:39 AM

Got it to work. Nice!. Thanks for the find!.

Only thing left to miss is a safer first base design option, but hey, all it gives is very good. Very much worth it.

#5 Morken

Morken

    Sergeant

  • Forum Members
  • PipPipPip
  • 23 posts

Posted 14 October 2008 - 03:16 AM

Does Xcom Util 9.6 cover these features?

Do you pay $80K for dirtfill maintenance using XcomUtil?

#6 Zombie

Zombie

    Colonel

  • Xenocide Creative-Text Departmen
  • 2,947 posts

Posted 14 October 2008 - 06:17 AM

Seb's extender changes a lot of things not covered by XcomUtil (like the paying for dirt bug). :)

- Zombie
The Mr. Grognard of X-COM

Zombie: Empirical data's your only man, when formulating a research plan.
A soldier's death is never in vain if it makes the formula more plain.
A few dozen make a better case for refining that third decimal place.
They call me Zombie because I don't sleep, as I slowly struggle to climb this heap,
of corpses, data points, and trials, but from the top - I'll see for miles!


#7 Morken

Morken

    Sergeant

  • Forum Members
  • PipPipPip
  • 23 posts

Posted 15 October 2008 - 05:24 AM

Seb's extender changes a lot of things not covered by XcomUtil (like the paying for dirt bug). :)

- Zombie


"Bandwidth exceeded"...

Does it do anything really useful other than this?
Is it compatible with XcomUtil?

#8 Zombie

Zombie

    Colonel

  • Xenocide Creative-Text Departmen
  • 2,947 posts

Posted 15 October 2008 - 09:04 AM

"Bandwidth exceeded"...

The X-COM wiki recently switched servers and unfortunately, the bandwidth limit wasn't set high enough. So right now we used up all of our bandwidth allocation for the month. No worries though, I talked to Pete and he'll fix it sometime today. ;)

Does it do anything really useful other than this?
Is it compatible with XcomUtil?

Sure, it fixes a whole host of things. I only gave one example in my previous post. But I think it fixes the vertical waypoint Blaster Bomb bug, tweaks the game to allow true radar "stacking", and adds a cool feature in the soldier equip screen to show the weight the soldier is carrying. This is again, a short list. There are many more improvements made which I just can't remember right now. It should work fine with XcomUtil. :)

- Zombie
The Mr. Grognard of X-COM

Zombie: Empirical data's your only man, when formulating a research plan.
A soldier's death is never in vain if it makes the formula more plain.
A few dozen make a better case for refining that third decimal place.
They call me Zombie because I don't sleep, as I slowly struggle to climb this heap,
of corpses, data points, and trials, but from the top - I'll see for miles!


#9 Morken

Morken

    Sergeant

  • Forum Members
  • PipPipPip
  • 23 posts

Posted 15 October 2008 - 11:48 PM

Well I'm at:
http://www.ufopaedia...itle=User:Seb76

Looking at the pics....hmmm not bad.

Soldier name: Maria White....
Now that is a non standard name, or is it that the pic was taken from version 1.0?

Roswell Mod allows for scouts to crash...
Whats the chance? It better be very low. If they are going to do that, YOU should have a chance to crash interceptors flying low as well, I guess. General Dynamics make more reliable craft than Mars? Nah.

Basebuilding stacking...
As long as the money is also deducted when construction begins. How about this Idea:
Scaffolding tunnel
$40000, 3 days to build
Better than general stores when trying to get a fast base up and more plausible.

Burst shot....
And it ain't on Autocanon?! not a bad Idea but it belongs on the AC.

Ranged based accuracy...
Making guns less accurate on average and doing nothing to grenades will further swing the bias toward grenades, something the game does not need. Really if you are gonna do this, nerf grenade accuracy too.

Hot grenades...
Great Idea, will balance the above. Grenades are still great but now they are dangerous as heck. I hope the smokies also go pop when the timer runs out. I hope the grenade graphic changes when it's on the very last turn to go pop...The throw range for grenades and items in general needs to be nerfed slightly.

Explosive damage less at the fringe
I think the damage for explosions is the same at the fringe, bad. Doing this would lessen the favour grenades n HE gets.

Prox grenades...
I believe prox grenades always detonate at the end of the turn they are thrown if you use XCOMUTIL 9.6, the current and final version. You guys know this don't you?

Craft always ready....

What was also needed is to make those damn pitstop techs to do the job faster. It took waaaay too long to refuel aircraft. And rearm when the craft had not even fired. Perhaps a mod that makes you pay for fuel?

What about a mod to nerf blaster bomb?!
Why do these coders never see the obvious? Blaster bomb mod to nerf the thing to a "Acid penetrator missile" that only affects 1 square, or halving the radius, or just removing the thing completely.

What about nerfing heavy plasma?
Again glaringly obvious but the genius mods don't see it. The clip should be around 16 shots only. Also, making all heavy weapons lower your reactions by 10% when held would be a good thing. Then you could lessen the selling price a bit too.

Change alien gun probabilities
Why are they so gung ho about heavy plasma later in the game? Only mutons should have a fetish for em and sectoids should always favour the pistol.

What about lasers ammo?
The laser tankette has 255 shots but the same laser on a puny human has infinite ammo? Make lasers have a built in battery that is not detachable with 50/70/100 shots for pistol/rifle/heavy. The battery is assumed to get recharged back at base.

Flip armour stats for power armour and flying
Why isnt the ground version better protected? The choice is too easy, flip the armour stats.

An anti-PSI suit?
There should be a bio-insulator-suit that has no armour but raises PSI defence so you can take your favourite soldier after you realize he is a PSI weakling.

Remote viewing
Instead of MC, XCOM humans can so a feat called remote viewing, where you can just take a peek at some area, perhaps the size of an alien grenade radius.
Instead of panic, perhaps XCOM can get "bolster" which raises the target soldiers morale?

Muton kidney gets....something
If you are going to leave MC in for xcom, at least make the kidney immune to all PSI attacks. Poor thing, what a life.

Ethereal gets less rugged
Why on earth are they so heavily armoured? Nerf the armour and lower their reactions a bit. They can't be best at everything! And in return, say because they are ethereal, they don't show up on motion scanners.

Individualised stat maxes for soldiers
The max for any soldier stat is some multiple of his original stats? Reactions should sometimes go up without reaction fire, and STR goes up a bit too fast currently.

Skyranger ramp cleaned up
Why on earth does it take 6TUs to go down the ramp? This just makes soldiers go diagonally off the ramp ASAP.

Different hired craft
How about a specialist patrol craft with big radar on it's back with good loiter time?
A very fast short ranged interceptor with one central fuselage weapon bay with stingray missile as it's biggest weapon?

Keyboard hotkeys
The big one. How many die from misclicks? Just two hotkeys to scroll forward/back amongst soldiers and another to enter the inventory screen would be great.

Warning for defections
"Agents report the government of X appears to be cutting ties with the Xcom project" should appear 75% of the time when the country will defect at the end of the month. Or make em come back sometimes like in 1.0.

Change scoring system to cheapen soldier lives
When fighting aliens, I can't believe the loss of a soldier means so much...For god's sake.

Sell phase when base get attacked
If you can't find the code to increase the 80 item limit, make a phase where you can sell stuff before the combat.

Cabages and grass are as easy to traverse as potholes
Using explosive to replace grass and cabbages just so you can walk over at 4TUs rather than 5 is dumb. How can potholes be easier to walk over? I often chuck explove onto grass/cabbage on turn 1. How lame. I vote for an anti cabbage mod!

Well I just downloaded it, 15KB?? gosh that is small

NFK, since you are here, do aliens seek out a small radar module and shoot it up?

Edited by Morken, 16 October 2008 - 12:46 AM.


#10 NKF

NKF

    Commander

  • [Global Moderators]
  • PipPipPipPipPipPip
  • 4,798 posts

Posted 16 October 2008 - 12:08 AM

Next to using the laser pistol, I'm an avid grenadier fan (mostly because it's more interesting and/or funnier than wiping out enemies effortlessly with heavy plasmas or laser rifles - with or without pre-armed grenades), however I don't think lowering throwing accuracy with range would really matter much.

It helps, but I've never found it to be as crucial as firing accuracy is for ranged weaponry due to the nature of high explosives. Strength tends to be what counts the most as it increases the range of the throw, and that gets hindered by the invisible map ceiling the stronger you get.

- NKF

Edited by NKF, 16 October 2008 - 12:11 AM.

Lord High Generalissimo Ruler Supreme of Norm's Anti Pedant Society (NAPS).

Number of members: 1

#11 Morken

Morken

    Sergeant

  • Forum Members
  • PipPipPip
  • 23 posts

Posted 16 October 2008 - 07:15 AM

I'm trying seb76's Ufo Extender ...

a) I am using WinXP
B) I have already got XcomUtil 9.6 installed
<<< I did not put that bloody face there! I can't get rid of it! >>>


1) I downloaded it

2) I downloaded VC2008(?) from microsoft and installed it.
It did not ask where to install it so I guess it modified some files...somewhere :(

3) I've opened UFOExtender notepad and changed the "Apply=0" to "Apply=1" to choose the options I want

4) Basically it works but some features of XCOMUTIL are not present.

In particular the interceptor craft no longer have the option to hold soldiers and equipment, not that I ever used this feature of interceptors (For Gods sake, 2 people, not 6 is all an interceptor would be able to hold) as I considered it cheesy but I'm wondering what else has been lost.
XcomUtil once installed tells you to always start the game thru RunXcomW rather than the original executable, so I am worried.

Now, to get this feature of XCOMUTIL functional, you gotta start the game via "RunXComW" rather than the main executable. However, if you open the UFOextender notepad and try to change the target to:

RunXcomW
---or---
RunXcom.exe

The UFOLOADER does not work at all.
What do I put in that field to get the proper XcomUtil working?

Edited by Morken, 16 October 2008 - 07:50 AM.


#12 j'ordos

j'ordos

    Alien Concept Task Force

  • Xenocide Artwork Department
  • 5,059 posts

Posted 16 October 2008 - 07:57 AM

The way I do it is by telling xcomutil to use f0dder's loaders and then replace xcloader.exe with seb's ufo extender. (make sure to enable seb's garbled gfx patch instead if you need it)
"You can't trust your eyes if your imagination's out of focus" - Mark Twain
"The mind is like an umbrella, it functions best when open" - Walter Gropius
Posted Image
SNEKK BLOG U-LAR MEKHH! GAHGHH! RK!
GRRGH RGGHH SNORRTT GHACKHGG

Now presented in DoubleVision™ (where drunk)

#13 Morken

Morken

    Sergeant

  • Forum Members
  • PipPipPip
  • 23 posts

Posted 16 October 2008 - 08:59 AM

The way I do it is by telling xcomutil to use f0dder's loaders and then replace xcloader.exe with seb's ufo extender. (make sure to enable seb's garbled gfx patch instead if you need it)


1) I have f0dder's loaders enabled with XcomUtil

2) What do you mean exactly? Replace? I don't get it.
I need a simple step by step

3) If I double click xcloader.exe I get a "could not load patch dll" error

4) What is Seb's garbled patch?

Edited by Morken, 17 October 2008 - 01:29 AM.


#14 Admiral Harkov

Admiral Harkov

    Captain

  • Forum Members
  • PipPipPipPip
  • 113 posts

Posted 19 October 2008 - 09:34 AM

Back to DOS since speed problem prevents dogfighting without speed slowers. But the ufo crashing seems to have very high probability.

#15 Morken

Morken

    Sergeant

  • Forum Members
  • PipPipPip
  • 23 posts

Posted 20 October 2008 - 06:03 AM

Concerning Seb76, some of the stuff works well and is a very good implementation:

* Wreck Analysis
Seems to add some flavour and is strategically helpful, makes for a better game overall.

* Base maintenance/pay for dirt
Seems fixed. No more paying 80K for dirtfill.

* Proximity grenades.
Now I only tested on an install with et_2005 AND Seb76, and the proximity grenade just blew up at the end of the turn with nobody near it. I did not test the other feature which was supposed to make the prox "remember" who armed it.

* Craft can take off on less than 100% fuel/arming
is great and very sensible. It doesn't adversely affect the game tactics, this is how it shoulda been.

* Hot grenades is fun
If only they fix the mod so the alternate graphic for a primed grenades actually works.

* Rank in inventory

I'm not generally mindful of rank but this implementation has a charm

* Skip Intro

Works, but the "All your bases belong to us" message is a bit worrisome. First time, I thought I was victim of a prank virus.

* More smoke

Works great....If you don't install ET_2005....

* Recover All Clips
The way these mods should work is random....it makes it easy and un-manipulatable. Consider plasma rifle with 28 shots. If you use 2 out of the 28, at the end of the mission, that clip has a 2 in 28 or 1 in 14 chance of vanishing forever.

#16 j'ordos

j'ordos

    Alien Concept Task Force

  • Xenocide Artwork Department
  • 5,059 posts

Posted 20 October 2008 - 07:00 AM

Nice input, but you should probably post your comments on the UFOpaedia, I don't think seb reads these forums.

I need a simple step by step

Lemme try :)
1. install Xcom
2. install Xcomutil, answer Yes to 'Do you want to enable f0dder's loader?'
3. install seb76's Ufo Extender
4. remove/rename 'Xcloader.exe' (this is f0dder's loader as used by xcomutil)
5. rename 'UFOLoader.exe' to 'Xcloader.exe'
6. make sure to enable the 'Video pitch' bug fix in UFOextender.ini if you have the garbled graphics problem. Enable the PSX music if you get pauses when clicking buttons / intercepting UFOs. (this works even ifyou don't have the PSX music, though you won't get any music at all as far as I know)
7. start xcom with RunxcomW.bat
"You can't trust your eyes if your imagination's out of focus" - Mark Twain
"The mind is like an umbrella, it functions best when open" - Walter Gropius
Posted Image
SNEKK BLOG U-LAR MEKHH! GAHGHH! RK!
GRRGH RGGHH SNORRTT GHACKHGG

Now presented in DoubleVision™ (where drunk)

#17 3D Master

3D Master

    Sergeant

  • Forum Members
  • PipPipPip
  • 35 posts

Posted 09 February 2009 - 04:54 PM

When I start the game with the loader, I can't send any aircraft anywhere. When I select them for example from the "intercept" menu because there's a UFO out, instead of getting the dialog that allows you to choose its destination/target, it simply does nothing. The game cobbling along without you being able to send the aircraft anywhere.

Anyone else have/had this problem and know how to fix it?

#18 Seb76

Seb76

    Captain

  • Forum Members
  • PipPipPipPip
  • 103 posts

Posted 16 February 2009 - 01:09 PM

When I start the game with the loader, I can't send any aircraft anywhere. When I select them for example from the "intercept" menu because there's a UFO out, instead of getting the dialog that allows you to choose its destination/target, it simply does nothing. The game cobbling along without you being able to send the aircraft anywhere.

Anyone else have/had this problem and know how to fix it?


Hum, let me guess, you're using an elerium powered ship and activated the "Crafts Always Ready" option? I guess it's time I provide a fix for this bug...

#19 3D Master

3D Master

    Sergeant

  • Forum Members
  • PipPipPip
  • 35 posts

Posted 16 February 2009 - 04:07 PM

When I start the game with the loader, I can't send any aircraft anywhere. When I select them for example from the "intercept" menu because there's a UFO out, instead of getting the dialog that allows you to choose its destination/target, it simply does nothing. The game cobbling along without you being able to send the aircraft anywhere.

Anyone else have/had this problem and know how to fix it?


Hum, let me guess, you're using an elerium powered ship and activated the "Crafts Always Ready" option? I guess it's time I provide a fix for this bug...


No, no Elerium ships, don't have them yet, only just started researching UFO-construction. But I do think I have that option on.

Tested it: turning that fucntion of does indeed remove the problem.

Edited by 3D Master, 16 February 2009 - 04:50 PM.


#20 Seb76

Seb76

    Captain

  • Forum Members
  • PipPipPipPip
  • 103 posts

Posted 17 February 2009 - 02:31 PM

When I start the game with the loader, I can't send any aircraft anywhere. When I select them for example from the "intercept" menu because there's a UFO out, instead of getting the dialog that allows you to choose its destination/target, it simply does nothing. The game cobbling along without you being able to send the aircraft anywhere.

Anyone else have/had this problem and know how to fix it?


Hum, let me guess, you're using an elerium powered ship and activated the "Crafts Always Ready" option? I guess it's time I provide a fix for this bug...


No, no Elerium ships, don't have them yet, only just started researching UFO-construction. But I do think I have that option on.

Tested it: turning that fucntion of does indeed remove the problem.

I made a small update to the loader but I don't think it'll fix your problem if your not using elerium ships... Can you send a savegame and the ini file you're using so I can try to reproduce the issue?

#21 3D Master

3D Master

    Sergeant

  • Forum Members
  • PipPipPip
  • 35 posts

Posted 17 February 2009 - 04:17 PM

I made a small update to the loader but I don't think it'll fix your problem if your not using elerium ships... Can you send a savegame and the ini file you're using so I can try to reproduce the issue?



Uh, where to?

Don't see an e-mail address. PM doesn't seem to have attachments as an option.

Just here on the forum?

#22 Zombie

Zombie

    Colonel

  • Xenocide Creative-Text Departmen
  • 2,947 posts

Posted 17 February 2009 - 10:21 PM

Just sent you a PM with his email address. (Hope you don't mind, Seb). ;)

- Zombie
The Mr. Grognard of X-COM

Zombie: Empirical data's your only man, when formulating a research plan.
A soldier's death is never in vain if it makes the formula more plain.
A few dozen make a better case for refining that third decimal place.
They call me Zombie because I don't sleep, as I slowly struggle to climb this heap,
of corpses, data points, and trials, but from the top - I'll see for miles!


#23 3D Master

3D Master

    Sergeant

  • Forum Members
  • PipPipPip
  • 35 posts

Posted 26 February 2009 - 10:07 AM

Something I just noticed:

You can't de-equip weapons from a craft; only equip it with another weapon. This is rather annoying (not to mention weird), because now when you sell a craft, you sell its weapons along with it. This is a problem, as you have to sell a craft before you can build a new one. And then, once the craft is built, you have to again build and/or purchase new weapons for the new craft, weapons you could still have if you were able to unhook them from the previous craft before you sold it.

So, if there's ever a next version of the loader, would you consider putting in the ability to unhook the weapons from a craft you have?

#24 Seb76

Seb76

    Captain

  • Forum Members
  • PipPipPipPip
  • 103 posts

Posted 26 February 2009 - 03:24 PM

Something I just noticed:

You can't de-equip weapons from a craft; only equip it with another weapon. This is rather annoying (not to mention weird), because now when you sell a craft, you sell its weapons along with it. This is a problem, as you have to sell a craft before you can build a new one. And then, once the craft is built, you have to again build and/or purchase new weapons for the new craft, weapons you could still have if you were able to unhook them from the previous craft before you sold it.

So, if there's ever a next version of the loader, would you consider putting in the ability to unhook the weapons from a craft you have?

You mean stuff like that?
This is not really tested so feel free to report bugs ;) Also there is a "wish list" on ufopaedia, there is more chances I notice a request if you put it there...
Seb76

#25 3D Master

3D Master

    Sergeant

  • Forum Members
  • PipPipPip
  • 35 posts

Posted 26 February 2009 - 04:58 PM

Something I just noticed:

You can't de-equip weapons from a craft; only equip it with another weapon. This is rather annoying (not to mention weird), because now when you sell a craft, you sell its weapons along with it. This is a problem, as you have to sell a craft before you can build a new one. And then, once the craft is built, you have to again build and/or purchase new weapons for the new craft, weapons you could still have if you were able to unhook them from the previous craft before you sold it.

So, if there's ever a next version of the loader, would you consider putting in the ability to unhook the weapons from a craft you have?

You mean stuff like that?
This is not really tested so feel free to report bugs ;) Also there is a "wish list" on ufopaedia, there is more chances I notice a request if you put it there...
Seb76


Which option am I supposed to put on for that? Because I don't have it, and I turned on pretty much anything useful.

#26 Seb76

Seb76

    Captain

  • Forum Members
  • PipPipPipPip
  • 103 posts

Posted 26 February 2009 - 05:36 PM

Something I just noticed:

You can't de-equip weapons from a craft; only equip it with another weapon. This is rather annoying (not to mention weird), because now when you sell a craft, you sell its weapons along with it. This is a problem, as you have to sell a craft before you can build a new one. And then, once the craft is built, you have to again build and/or purchase new weapons for the new craft, weapons you could still have if you were able to unhook them from the previous craft before you sold it.

So, if there's ever a next version of the loader, would you consider putting in the ability to unhook the weapons from a craft you have?

You mean stuff like that?
This is not really tested so feel free to report bugs ;) Also there is a "wish list" on ufopaedia, there is more chances I notice a request if you put it there...
Seb76


Which option am I supposed to put on for that? Because I don't have it, and I turned on pretty much anything useful.

Hum, grab the version from today and activate the "De-equip Crafts" option

#27 3D Master

3D Master

    Sergeant

  • Forum Members
  • PipPipPip
  • 35 posts

Posted 26 February 2009 - 06:06 PM


Which option am I supposed to put on for that? Because I don't have it, and I turned on pretty much anything useful.

Hum, grab the version from today and activate the "De-equip Crafts" option


Ah, you made a new version right today. Thank you very, very much. And yes, that's exactly what I'm talking about. It doesn't make any sense for people not being able to de-equip useful powerful things from a craft and put it on another craft.

#28 Zombie

Zombie

    Colonel

  • Xenocide Creative-Text Departmen
  • 2,947 posts

Posted 26 February 2009 - 07:37 PM

Finally! A fix for this! I've been waiting a long time to "strip" my ships! Thanks Seb! :)

- Zombie
The Mr. Grognard of X-COM

Zombie: Empirical data's your only man, when formulating a research plan.
A soldier's death is never in vain if it makes the formula more plain.
A few dozen make a better case for refining that third decimal place.
They call me Zombie because I don't sleep, as I slowly struggle to climb this heap,
of corpses, data points, and trials, but from the top - I'll see for miles!


#29 Admiral Harkov

Admiral Harkov

    Captain

  • Forum Members
  • PipPipPipPip
  • 113 posts

Posted 27 February 2009 - 11:18 AM

:master::master::master::master::master:
:master::master::master::master::master:
:master::master::master::master::master: Seb76
:master::master::master::master::master:
:master::master::master::master::master:

#30 Seb76

Seb76

    Captain

  • Forum Members
  • PipPipPipPip
  • 103 posts

Posted 27 February 2009 - 01:34 PM


Which option am I supposed to put on for that? Because I don't have it, and I turned on pretty much anything useful.

Hum, grab the version from today and activate the "De-equip Crafts" option


Ah, you made a new version right today. Thank you very, very much. And yes, that's exactly what I'm talking about. It doesn't make any sense for people not being able to de-equip useful powerful things from a craft and put it on another craft.

I forgot to remove some comments when releasing the version so there was a little bug. I uploaded a new version to fix that...

#31 Seb76

Seb76

    Captain

  • Forum Members
  • PipPipPipPip
  • 103 posts

Posted 27 February 2009 - 01:54 PM

Finally! A fix for this! I've been waiting a long time to "strip" my ships! Thanks Seb! :)

- Zombie

My pleasure. After having done the "reorder soldiers in craft", this was a walk in the park ;)
Seb

#32 Outlawstar15a2

Outlawstar15a2

    Sergeant

  • Forum Members
  • PipPipPip
  • 33 posts

Posted 08 March 2009 - 10:17 PM

Seb, I'm looking over the .ini file included with the loader and I tried some of the mods out in game I love what you've done. Especially that providing intel via black box thing. It adds a new dimension to warfare and makes it feel like a global war. Very well done. Though I was wondering if you know of a way to fix the interceptor window bug. IO can't intercept UFOs bec ause of it. I heard about MoSlo but I can't use it since I'm in Vista. Something about the filename has to conform to 8.3 standards which is a bummer since Windows doesn't use that standard anymore and I don't know if I want to rename folders. I heard of a program called turbo is it capable of running in Windows and can somebody provide me with the link?

#33 Admiral Harkov

Admiral Harkov

    Captain

  • Forum Members
  • PipPipPipPip
  • 113 posts

Posted 09 March 2009 - 05:44 AM

I don't find the homepage or a download site, so uploaded it here

Edited by Admiral Harkov, 09 March 2009 - 05:45 AM.


#34 kasumimi

kasumimi

    Sergeant

  • Forum Members
  • PipPipPip
  • 16 posts

Posted 08 April 2009 - 11:44 AM

I really love this mod so much.
Keyboard shortcuts, TFTD doors, de-equip craft, elirium bug fixed etc etc. It's very encouraging that there still people out there bugfixing and moding the game.

Maybe make a sticky in technical support btw? ;o

*Edit*: One thing I haven't figured is how to play the PSX music(I'm still using Spymaster's patch, music works 95% of the time). Do I need the playstation game cd or something? or maybe just renaming tracks? ;x

Edited by kasumimi, 08 April 2009 - 12:13 PM.


#35 Seb76

Seb76

    Captain

  • Forum Members
  • PipPipPipPip
  • 103 posts

Posted 08 April 2009 - 05:10 PM

I really love this mod so much.
Keyboard shortcuts, TFTD doors, de-equip craft, elirium bug fixed etc etc. It's very encouraging that there still people out there bugfixing and moding the game.

Maybe make a sticky in technical support btw? ;o

*Edit*: One thing I haven't figured is how to play the PSX music(I'm still using Spymaster's patch, music works 95% of the time). Do I need the playstation game cd or something? or maybe just renaming tracks? ;x

The PSX music patch requires... the PSX CD in your drive ;-) I guess I could add support for mp3 playing if there is enough interest for it...

#36 kasumimi

kasumimi

    Sergeant

  • Forum Members
  • PipPipPip
  • 16 posts

Posted 09 April 2009 - 11:11 AM

The PSX music patch requires... the PSX CD in your drive ;-) I guess I could add support for mp3 playing if there is enough interest for it...


Hmmm this seems to be doing the job for now. Athough you need the loader that is provided to run your extender, which runs Ufo Defense. Something gets mixed up in the process and the track gets stuck sometimes. It's no big deal though.

Anyway, great job overall <3

#37 Valken

Valken

    Sergeant

  • Forum Members
  • PipPipPip
  • 34 posts

Posted 12 April 2009 - 11:59 PM

I just found this mod as I'm replaying X-Com again. Had the CE Edition installed with XCU 0.96 but have switched to DOSBOX to run in a window with the nice built in filters of DOSbox (HQ3x!).

Can this version run in DOSbox with the DOS 1.4 version? Or will I have to run the CE version and give up windowed and filters?

Edited by Valken, 12 April 2009 - 11:59 PM.


#38 Zombie

Zombie

    Colonel

  • Xenocide Creative-Text Departmen
  • 2,947 posts

Posted 13 April 2009 - 06:31 AM

Seb's extender is only for the CE version IIRC so you'll probably need to go back to that. :wink1:

- Zombie
The Mr. Grognard of X-COM

Zombie: Empirical data's your only man, when formulating a research plan.
A soldier's death is never in vain if it makes the formula more plain.
A few dozen make a better case for refining that third decimal place.
They call me Zombie because I don't sleep, as I slowly struggle to climb this heap,
of corpses, data points, and trials, but from the top - I'll see for miles!


#39 3D Master

3D Master

    Sergeant

  • Forum Members
  • PipPipPip
  • 35 posts

Posted 13 April 2009 - 07:37 AM

Seb's extender works for the Windows version.

#40 Valken

Valken

    Sergeant

  • Forum Members
  • PipPipPip
  • 34 posts

Posted 13 April 2009 - 09:40 PM

Thanks for the info guys.

Can Seb updated the program to allow playing in a "windowed" mode? Since the program is a launcher, it can intercept the direct draw calls and allow this, or is this to complicated?

Would be nice to add those filters such as in DOSbox or mame to improve the appearances. 2x,3x,4x, SuperEagle and HQ2x,hq3x,hq4x mode would be awesome.

ScummVM would be one good example of interpreting old games into new HQ modes.

#41 Zombie

Zombie

    Colonel

  • Xenocide Creative-Text Departmen
  • 2,947 posts

Posted 14 April 2009 - 06:39 AM

Creating a "windowed" environment from scratch for CE? Suppose it's possible but might be complicated. We'll let Seb decide. ;)

You can only increase the resolution of the game to a point. After that, everything looks "pixilated". Could add some filters to smooth those sharp edges at higher resolutions, but then it might be too smeared. I personally like X-COM CE in it's native full screen. :blush1:

- Zombie
The Mr. Grognard of X-COM

Zombie: Empirical data's your only man, when formulating a research plan.
A soldier's death is never in vain if it makes the formula more plain.
A few dozen make a better case for refining that third decimal place.
They call me Zombie because I don't sleep, as I slowly struggle to climb this heap,
of corpses, data points, and trials, but from the top - I'll see for miles!


#42 Seb76

Seb76

    Captain

  • Forum Members
  • PipPipPipPip
  • 103 posts

Posted 18 April 2009 - 02:46 PM

Creating a "windowed" environment from scratch for CE? Suppose it's possible but might be complicated. We'll let Seb decide. ;)

You can only increase the resolution of the game to a point. After that, everything looks "pixilated". Could add some filters to smooth those sharp edges at higher resolutions, but then it might be too smeared. I personally like X-COM CE in it's native full screen. :blush1:

- Zombie


I use DXWnd to debug my stuff, it provides windowing for most DirectX programs. The mouse is a little funky with it, but it is still usable. I personnally prefer pixelated over blurred or HQxxed versions; that's why I never added it in the loader :P. Actually I gave it a shot a while ago but only got crashes while trying to convert the paletted buffer to real color... If someone can give me some hints, I can give it another shot ;-)
Seb

#43 Valken

Valken

    Sergeant

  • Forum Members
  • PipPipPip
  • 34 posts

Posted 19 April 2009 - 04:17 AM

@Seb:

Would looking at other source code help you? You can goto www.scummvm.org and download their latest source. They have fairly good working filters.

Or you can try looking at some emulator source code which use filters to "upsize and improve" old low res programs such as winuae http://www.winuae.net/ or mame http://mamedev.org/.

Good info to source codes for native filters used in mame, winuae, and a ton of other emulators:

http://en.wikipedia....ling_algorithms

If it is too difficult, maybe a generice DXWin with filters type program would work instead. However, that is "another" loader to deal with :)

#44 Seb76

Seb76

    Captain

  • Forum Members
  • PipPipPipPip
  • 103 posts

Posted 19 April 2009 - 05:35 AM

@Seb:

Would looking at other source code help you? You can goto www.scummvm.org and download their latest source. They have fairly good working filters.

Or you can try looking at some emulator source code which use filters to "upsize and improve" old low res programs such as winuae http://www.winuae.net/ or mame http://mamedev.org/.

Good info to source codes for native filters used in mame, winuae, and a ton of other emulators:

http://en.wikipedia....ling_algorithms

If it is too difficult, maybe a generice DXWin with filters type program would work instead. However, that is "another" loader to deal with :)

Emulation is one of my other hobbies so I already had a look at that ;-) Even if it presents technical difficulties, the main reason why I didn't work on that is because of my lack of interest in upscaling (as I said, I like the blocky look of old pixel art...). I can give it a shot if people really want it though...
Seb

#45 Valken

Valken

    Sergeant

  • Forum Members
  • PipPipPip
  • 34 posts

Posted 19 April 2009 - 08:09 PM

I just tried the DXWin on it and after an hour of it, got it to work in a window at 800x600 res!

Its buggy though as it consumes 100% of my cpu even on a 2.6GHZ system and I cannot alt - tab back to the desktop. Doesn't seem to capture the mouse completely either so adding a native window support would be better.

Also, I tried to run this mod concurrently on my old CE install with XcomUtil patched but it won't load using "RunXcomW.bat". It would attempt to load geoscape after I renamed this loader to xcloader.exe, but would just close the dos prompt.

Of course, if I just run Seb's mod natively with or without DXWin, it works but fullscreen on my monitor is quite blurry for an old 320x200 res game. Using a 37"FullHD monitor which internally scales back to 640x400/480.

#46 kasumimi

kasumimi

    Sergeant

  • Forum Members
  • PipPipPip
  • 16 posts

Posted 20 April 2009 - 10:25 PM

I just tried the DXWin on it and after an hour of it, got it to work in a window at 800x600 res!

Its buggy though as it consumes 100% of my cpu even on a 2.6GHZ system and I cannot alt - tab back to the desktop. Doesn't seem to capture the mouse completely either so adding a native window support would be better.

Also, I tried to run this mod concurrently on my old CE install with XcomUtil patched but it won't load using "RunXcomW.bat". It would attempt to load geoscape after I renamed this loader to xcloader.exe, but would just close the dos prompt.

Of course, if I just run Seb's mod natively with or without DXWin, it works but fullscreen on my monitor is quite blurry for an old 320x200 res game. Using a 37"FullHD monitor which internally scales back to 640x400/480.


DXwin seems to magically eliminate most of the speed issues in my computer (dual core/9800gtx+ card), but I'm not a fan of windowed mode. Is there a way to run the game full screen? If I maximize the window it gets extremely blurry or there is way around this?

*Edit*: This program was designed specifically to run stuff in windowed mode. So in order to make my question less silly, is there some way to fix the blurriness when you stretch the super small mini window that pops when you start the game?

I use 22" widescreen monitor in case it matter :guitar: :guitar: :guitar:
:-)

Edited by kasumimi, 20 April 2009 - 10:55 PM.


#47 SaintD

SaintD

    Captain

  • Xenocide Recruit
  • 195 posts

Posted 24 April 2009 - 08:17 PM

Nice input, but you should probably post your comments on the UFOpaedia, I don't think seb reads these forums.

I need a simple step by step

Lemme try :)
1. install Xcom
2. install Xcomutil, answer Yes to 'Do you want to enable f0dder's loader?'
3. install seb76's Ufo Extender
4. remove/rename 'Xcloader.exe' (this is f0dder's loader as used by xcomutil)
5. rename 'UFOLoader.exe' to 'Xcloader.exe'
6. make sure to enable the 'Video pitch' bug fix in UFOextender.ini if you have the garbled graphics problem. Enable the PSX music if you get pauses when clicking buttons / intercepting UFOs. (this works even ifyou don't have the PSX music, though you won't get any music at all as far as I know)
7. start xcom with RunxcomW.bat


This doesn't work for me. Xcomutil tries to run start /w xcloader geoscape "0" and that doesn't work when xcloader is really UfoLoader.exe for me on Vista. Are you really sure you changed out the exe?
I love this new patch, but I miss my xcomutil.

#48 Valken

Valken

    Sergeant

  • Forum Members
  • PipPipPip
  • 34 posts

Posted 24 April 2009 - 10:13 PM

XcomUtil + Sebs loader doesn't work for me either. Perhaps an older version?

#49 SaintD

SaintD

    Captain

  • Xenocide Recruit
  • 195 posts

Posted 25 April 2009 - 02:08 PM

XcomUtil + Sebs loader doesn't work for me either. Perhaps an older version?



Looks like J'ordoss mught be using the "dev" version here http://www.ufopaedia...xtender-dev.zip. It seems out of date compared to the main version. I think some of my problem is just getting xcomutil to work with with Dxwnd.

If Sebs program would just remember equipment loadouts like Xcomutil does I wouldn't really care about Xcomutil anymore. Why oh why does the original game load down guys with STR20 with a missile launcher, 3 missiles and every grenade? WTF At least I can see thier stats now and adjust the equipment accordingly.

#50 j'ordos

j'ordos

    Alien Concept Task Force

  • Xenocide Artwork Department
  • 5,059 posts

Posted 26 April 2009 - 07:13 AM

Yep the latest version doesn't seem to work with xcomutil anymore for some reason... Best bug Seb about it :)
"You can't trust your eyes if your imagination's out of focus" - Mark Twain
"The mind is like an umbrella, it functions best when open" - Walter Gropius
Posted Image
SNEKK BLOG U-LAR MEKHH! GAHGHH! RK!
GRRGH RGGHH SNORRTT GHACKHGG

Now presented in DoubleVision™ (where drunk)