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Enemy Unknown (ce) Et Version 28/03/2005


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#201 Hamato

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Posted 26 June 2005 - 07:12 AM

max, great work! Oh, how I hated producing one item and selling it manually, then producing another and so on!

Also, is it possible to add one more feature to ET? The way the game handles clips has always bugged me; while a clip with 1 shot left shouldn't show up again as a full clip like in the unpatched versions neither should a 34-shot Heavy Plasma clip vanish in to nothingness because one shot has been used.

So, is it possible to have the game determine what clips you get by adding up the shots remaining for each clip type, and dividing by the number of shots in a clip? (Rounding down, I guess; that doesn't really matter so much.) This would probably be pretty complicated, but it would be nice to not have the aliens waste a whole plasma clip you could have had by firing a single shot.

I must absolutely beg for this feature to be added. Please! :master:

There was a bug mentioned somewhere here which I dislike really dislike: Scrolling with the mouse in battles by moving it to the right or bottom stucks the mouse pointer there for a short time resulting in scrolling too far. If I wasn't that lazy I'd always use your work for the geoscape but for the battles would return to the normal .exe.

And one more bug I just discouvered: Flying objects in the geoscape view sometimes behave strange. They suddenly jump from one point to another (but not very far). When this happens there are two more effects appearing: If I want to click a UFO or one of my ships, I need to click some distance away from it, about the same distance the UFOs begin to jump. And when I scroll the earth around sometimes there are landmasses added that don't exist and when scrolling further they disappear.

Edited by Hamato, 26 June 2005 - 07:12 AM.


#202 max

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Posted 01 July 2005 - 12:51 AM

Hi,

the clip waste thing is definitely something I'll try add.

The black borders are just padding, unless the registry option is set to 640x400 there will be unused space. The 1024x768 has a 320x200 x3 enlargement (960x600) not very nice, but it doesnt bother me:)

Guess I still havent got the registry working very well?

I'll release what I have been working on for myself in a few weeks, there is an optional alternative damage system, armour gets used before the unit takes damage and there is logarithmic scalling for damage. (armour is pistol proof etc.)

Hamato, that latency problem would be caused by the geoscsape patch. didn't think of that and havent really noticed that problem while playing.

#203 Pod

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Posted 03 July 2005 - 11:12 AM

Hi,

the clip waste thing is definitely something I'll try add.

The black borders are just padding, unless the registry option is set to 640x400 there will be unused space. The 1024x768 has a 320x200 x3 enlargement (960x600)  not very nice, but it doesnt bother me:)

Guess I still havent got the registry working very well?

I'll release what I have been working on for myself in a few weeks, there is an optional alternative damage system, armour gets used before the unit takes damage and there is logarithmic scalling for damage. (armour is pistol proof etc.)

Hamato, that latency problem would be caused by the geoscsape patch. didn't think of that and havent really noticed that problem while playing.

<{POST_SNAPBACK}>


Keep up the good work!

#204 Hamato

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Posted 04 July 2005 - 03:12 PM

I'm getting a weird score at the end of January. I'm posting it to see if you can find the problem UFO Defense is having, though hopefully it won't have too much effect on my game or any others like it; despite the bad monthly rating, the funding countries are all still happy.

Note that this save has had its soldiers edited; it could be my editor (ClarkWehr) messed something up rather than the program.

<{POST_SNAPBACK}>

Well, it seems like I got the exact opposite. My score is impossible high but all funding countries reduced their fundings due to my oh-so-terrible performance (which was in fact ok, I'd say. At least positive.)
Posted Image
I'll post my save, too. Maybe it helps.

Edit: Maybe I should add, that I don't use any game altering programs, only this ET version and moks alien voices patch.

Attached Files


Edited by Hamato, 04 July 2005 - 03:13 PM.


#205 Arkhaine

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Posted 07 July 2005 - 05:13 PM

i downloaded this patch and ran it. i was just wondering if its possible to get this patch without the clock change and also after i intalled this patch. when i run the game at the bottom of the play screen there is about a 640x150 box of video that is very garbled and turns green, black, and blue and no graphics show up in it. also when i try to run the game with the 1024x768 the whole screen gets garbled you can still see the game screen but it jumps from showing the game to going black, green, and blue again, also when set to 1024x768 the cursor movement is very choppy and slow. do i just have to adjust my graphics card or is there a different problem? and if possible could you make the patch without the edited clock speed?
:ar15:
:uzi2: :master:

Edited by Arkhaine, 09 July 2005 - 02:10 PM.


#206 Pod

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Posted 12 July 2005 - 02:24 PM

Proximity and Normal grenades no longer work as normal.
Normal grenades explode at the end of the turn no matter what fuse you set, as do proximity - regardless of wether or not there is someone around.

#207 Exo2000

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Posted 14 July 2005 - 04:56 PM

This patch is only meant to be used with the Collector's Edition version, BTW.

It also appears to be very buggy - I've actually stopped using it for that reason... as I said earlier, several mutons VANISHED whilst inside a Medium Scout.
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#208 Pod

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Posted 16 July 2005 - 08:15 AM

I've using the CE.
Also, I've noticed that the invader ships land on cities, but I don't get a terror mission any more, which means I can just attack the landed saucer like normal. [which, whilst nice as it means I don't have to fight in a sodding city, it not how it should be :/]

If it wasn't for the slow down jobbie, I wouldn't really use this patch :/

#209 mbaucco

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Posted 25 July 2005 - 12:21 PM

I am using this patch and everything works well except that I have the same prox grenade problem mentioned above (prox grenades no longer work and appear to just make smoke). Otherwise this patch seems great!

Thanks,
Matt

#210 user6560

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Posted 28 July 2005 - 06:11 AM

The patch works great, max! Haven't encountered any bugs first month of the game. =b

Oh, the registry doesn't work, though. I've even written the .reg file into REGEDIT4 format, so I could import it at all, then I checked the values, but the game seems to ignore them.

And one little thing about idle engineers speeding up base construction: it is possible to cheat by making an amount of engineers idle in the last 5 seconds of the day, and reassign them back on new day. Not that I do that, but it is a system that works wrong.

#211 user6560

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Posted 29 July 2005 - 03:11 PM

Found a bug - I think. I'm playing on superhuman. I'm in second month, about to engage the second UFO. The first one was a medium scout, had 8 sectoids. All fine there. But I played the second mission (a large scout) 3-times already, and I always got 7 or 8 sectoids. It seems the game reverted to lower difficulty, since I'm used to getting 11-13 sectoids on a large scout. That would be normal for superhuman difficulty, now wouldn't it?

#212 Blehm 98

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Posted 29 July 2005 - 03:38 PM

11-13? and perhaps ones that make it 11-13 died in the crash, but 11-13 sectoids sounds very high for a large scout, it should be around 8-9... i don't think there are enough spawn points for that many
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#213 user6560

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Posted 30 July 2005 - 03:24 AM

Nope. I'm 100% positive I got 12 living sectoids on a landed large scout mission (several times), and 99% positive I once got 13. Note that I've only played the game on superhuman once, and restarted before finishing too, so this is my second game. That's why I'm not 100% sure about 13 sectoids, since I only got them once lately and I tend to forget fast, but I still remember having 13 listed on the final screen. Oh, and I never down UFOs. Why pay lease for the interceptors if you can simply follow the activity graphs and ambush every UFO when it lands? I didn't fire a single shot on a UFO in my superhuman games, except for destroying one or two small scouts in the first game. I do miss the smoking UFO wreckages, though, in my old days I played without the graphs and shot down every UFO I saw :doh:

#214 Morken

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Posted 30 July 2005 - 09:01 AM

Im using windows xp, gold edition CE.

Bug:
During a base defence, I stunned some floaters with a rod.
During the battle, some regained conciousness and got up.. Invisible.
You could still target and kill them, you just had to cursor them.

Bug:
If you move scientists from base A to B (salary dodge trick),
then move some back, base A has negative scientists.
Then, Base A can research up to the lab limit with no scientists.

#215 user6560

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Posted 30 July 2005 - 10:31 AM

During a base defence, I stunned some floaters with a rod.During the battle, some regained conciousness and got up.. Invisible.

Happened to me as well with a sectoid leader. Save and reload on the spot, the alien will become visible.

If you move scientists from base A to B (salary dodge trick) then move some back, base A has negative scientists.

I think that transfer 'trick', or a 'cheat' as I call it, should be fixed, too.

#216 Morken

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Posted 01 August 2005 - 02:29 PM

Well the invis bug is a standard thing for me now.

Just had a second base defence v floaters.

Stunrod them, they appear to go down but actually still stand there invisible.

If you stun the invis form, they appear to go down, but actually are still there, now, with the original weapon in hand, ready to reaction-shoot.

You CAN shoot this form by 'targeting thru' with a sniper.
It wont say 'no line of sight' even if the shot path must go exactly thru that square.

#217 Morken

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Posted 18 August 2005 - 10:20 AM

I'm not sure if this bug is the patch or xcom util but:

Diagonal corner walls of the avenger/lightning can be shot thru by the aliens, sometimes by your soldiers on reaction.
Aliens can throw grenades thru the diagonals also.
The craft exit has a 'magic screen' that you can move and see thru but stops all enemy fire.
The diagonal walls of the lightning can be walked thru by your soldiers.

#218 Blehm 98

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Posted 18 August 2005 - 12:35 PM

thats always been in the game, doesn't matter what version you have(about the avenger)
its because the developers made mistakes while making the maps, a lot of their maps have mistakes and errors that mess then up a little bit


all walls of the lightning should be physically transparent as well, meaning you can walk and shoot through them
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#219 ALF

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Posted 18 August 2005 - 09:52 PM

thats always been in the game, doesn't matter what version you have(about the avenger)
its because the developers made mistakes while making the maps, a lot of their maps have mistakes and errors that mess then up a little bit


all walls of the lightning should be physically transparent as well, meaning you can walk and shoot through them

<{POST_SNAPBACK}>

Yuu're right about the Lightning (how could you get out if the walls were solid?), but wrong about the Avenger. I'm playing X-COM CE, and when I don't use Xcomutil there is no transparent screen covering the Avenger's exit. The screen seems to be a feature of the new ship maps used by Xcomutil. You could use the procedure I mentioned in the Xcomutil forum if the screen bothers you, since it restores all the ships to their original configuration.

As for shooting through the Avenger's diagonals, I haven't encountered this bug, so I don't know if its normally in X-COM, or caused by Et or Xcomutil.

#220 Blehm 98

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Posted 18 August 2005 - 11:41 PM

Well, i do know that you can walk through the walls without adding Xcomutil or anything else, i've done it before

i never knew if that was a mistake or on purpose, but i'll get out mapview and look at it some day
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#221 Guest_Sejen_*

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Posted 23 August 2005 - 03:04 PM

To USER6560:

"Found a bug - I think. I'm playing on superhuman... "
"...It seems the game reverted to lower difficulty, since I'm used to getting 11-13 sectoids on a large scout. That would be normal for superhuman difficulty, now wouldn't it?"

I think you've found one of the "origional" bugs Microprose missed/ignored.
A long time ago one of the programers said that in one of the XCom games they tried to set up difficulty levels, but their attemps were too buggy to be stable and so the game often "reset" the dificulty level.
Nobody noticed this when playing so nobody complained and because of that nobody tried to fix it! :wacko:

#222 lokiju

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Posted 24 August 2005 - 10:03 AM

Bug:
If you move scientists from base A to B (salary dodge trick),
then move some back, base A has negative scientists.
Then, Base A can research up to the lab limit with no scientists.

<{POST_SNAPBACK}>


OMG This is a game killer!!!!!!!!!!!!!!!!!!!!! When I transfer people to Base B, I can't transfer them back or Base A gets a negative number of workers, and then once you start a new project, the ones transferred from Base B actually never get added in to the total PLUS they actually get subtracted from what is already at Base A! What the heck is that!?

It's like they show up back at Base A per the transfer order, but instead of being added, they show up as a subtraction. Plus, when transferring, I have noticed that the number at the other base is not being reflected properly, if at all.

PLEASE, PLEASE look into this. Major game stoppers for me.

Edited by lokiju, 24 August 2005 - 03:05 PM.


#223 Guest_Guest_*

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Posted 14 November 2005 - 02:49 AM

details are included in the zip.


Everytime I download the file I either get:

Winrar: Unexpected End of File.

Winzip: Cannot open file: it does not appear to be a valid archive.


ufoeuet_2005_03_28.zip 269 KB (276,118 Bytes)

Disabled my Antivirus and tested other downloads (from other sites, i can't seem to download any valid Zip files from this site)

#224 FrickenMoron

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Posted 27 November 2005 - 08:52 AM

could abrams mp3patch be added to this one? :/ I really like to have mp3 music in the game, but with the exe version supplied with his mp3patch the game runs WAY TOO FAST for me and is buggy too

#225 Guest_AbraM_*

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Posted 28 November 2005 - 02:08 PM

From technical point of view, it's pretty simple. The library (dll) doesn't need any changes, all that needs to be done is a modification of executable. It should realize the following tasks:

1. On initialization, load mp3play.dll and get an address of function mp3play.
2. When game wants to start playing music, call mp3play with one argument - address of the track name. If it returns 0, call original music code (it means, that none valid mp3 was found), otherwise don't call original music code.
3. When game wants to stop playing music, call mp3play with argument equal to zero.

I could do it (when I find some free time, damn work:), but I think it would be much better if max would do that:))) (you know, it would be 'official' release then).

#226 Piotyr

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Posted 30 November 2005 - 01:45 AM

Hey my x-com crashs when I research ufo power source. I included the save for collecters addition to see if its just me or not. Just set all research on powersource and then hit the speed up till it finishs researching.
Great patch here!

Attached Files

  • Attached File  save.zip   7.27K   178 downloads


#227 Bahman

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Posted 13 December 2005 - 06:40 PM

I have probelm with unziping. I tried with winzip 10, winace and... Any sugesstion?

#228 Guest_kotihyttynen_*

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Posted 15 December 2005 - 04:29 AM

Patch probably is good, but I cant try myself because all the time I try to download it, the file is corrupted. Sad.

#229 Bahman

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Posted 15 December 2005 - 10:19 AM

Patch probably is good, but I cant try myself because all the time I try to download it, the file is corrupted. Sad.

<{POST_SNAPBACK}>

So why they don't fix this problem!?

#230 Guest_Guest_Flowbar_*_*

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Posted 23 December 2005 - 09:52 PM

Patch probably is good, but I cant try myself because all the time I try to download it, the file is corrupted. Sad.

<{POST_SNAPBACK}>

So why they don't fix this problem!?

<{POST_SNAPBACK}>

I downloaded from the link in the first post of this thread and it works fine.

Proximity grenades seem bugged, though. They sometimes go off after 0 or more turns, leaving a smoke cloud. This is not good if it's outside the UFO entrance. I don't use proxies much, but now I really try to save my soldiers, so I use them a lot. Is this normal for ordinary Xcom/EU?

#231 JacKal613

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Posted 27 December 2005 - 11:48 PM

I can't download the patch!! Winzip keeps saying that it's corrupted. Also, does this really fix the medic research bug?

#232 Darkhomb

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Posted 28 December 2005 - 01:06 AM

Winzip has problems with the compressed files posted here because it uses GZip, Try using winrar or GZip

#233 Sharp

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Posted 01 January 2006 - 04:53 PM

Used WinZip, WinRAR and tried to use GZip yet nothing works, first error says 'unexpected end or archive' when WinRAR opens, then when I try to extract it, 'The archive is either in unknown format or damaged'

Any help anyone???

Edit: Used WinRAR to repair archive, still doesnt work, 'CRC failed in UFO Defense.exe . the file is corrupt.'

Edited by Sharp, 01 January 2006 - 04:56 PM.


#234 Guest_Will Wagner_*

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Posted 11 January 2006 - 02:39 PM

Used WinZip, WinRAR and tried to use GZip yet nothing works, first error says 'unexpected end or archive' when WinRAR opens, then when I try to extract it, 'The archive is either in unknown format or damaged'

Any help anyone???

Edit: Used WinRAR to repair archive, still doesnt work, 'CRC failed in UFO Defense.exe . the file is corrupt.'

<{POST_SNAPBACK}>



After years of waiting for X-Com, looking for it on EBay or for download, I finally feel like I'm almost able to play it like I remember, except the fact that I can't download anything from this board. Any idea why?

#235 Sharp

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Posted 12 January 2006 - 12:26 PM

Erm, this is a download for a patch, not a game. To download a game go to EDIT: ********

And mabye try registering to download stuff from here.

Edit: Must not post linkys, even though UFO:EU is abandonware :P

Edited by Sharp, 17 October 2006 - 04:50 PM.


#236 gonzo

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Posted 18 January 2006 - 12:14 PM

Any help anyone???

Use downloaders like ReGet.

#237 Guest_Ryan_*

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Posted 23 January 2006 - 07:37 PM

:(

My geoscape is all screwed up... I'm too stupid to fix the registry... where are the instrucctions.

#238 Raion

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Posted 09 February 2006 - 03:08 PM

I am not familiar with any bugs in the CE addition of the game, but I do have a Geforce Nvidia FX5200 card. The drivers I was using, would not allow the game to run correctly.

I switched and downloaded older drivers (from 61.76 version back down to the 45.23 version) then the game started to run fine. Before it was in some weird mode of 720 x 400 or something, and the game would never show or play correctly -- double (two) images. Downloading the older drivers let the game run in the CE addition correctly.

Running the game in Windows 98, although the Geoscape is fast, I still can play it, and if I need some compression program other than PKZip Windows older version, then I may consider looking around to download the patch, until I get to the part where it may crash with the medics or something whatever it is.

Don't know, as I never seem to have enough time units to actually play this game.

Apolcalpyse though seems to always run better, but I still use turn-based in the missions witht that game instead of real-time.

And for the first two -- turn off DirectDraw to play those two.

Thanks for the info, will see in the future, if I need the fix for the medics.

Perhaps, using older drivers to play the game on newer computers may help the most -- maybe not, if the bug is in the game.

However, do not expect to use newer Nvidia drivers with the first two games, as they will not work and make the game -- funky.

Back to playing UFO Defense as everything has been working fine, at least for now.

#239 Guest_Barren Soul_*

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Posted 25 February 2006 - 01:25 PM

not sure if max is working on this any more or not, but for some reason my interceptors are going about 10x slower than they were before trying that patched exe, UFOs have no problem out running them, let alone the fact that the plane is usually lucky to get 3 pixels away from the base before the UFO is out of range.

#240 Guest_Guest_*

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Posted 25 March 2006 - 05:27 AM

Well, this thread seems quiet for quite some time, so might be a shot in the dark. Any word on whether the grenade primer time and proximity grenade will be fixed in this mod?
The grenade primer is no big deal because it would just have a short fuse like a real grenade, but it would be nice to be able to use proximity grenade to lay traps. I picked up this game again recently and found this mod to be most compatible in terms of speed on both geoscape and battlescape, so would be nice to see this feature fixed.

#241 xor2003

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Posted 14 April 2006 - 07:12 AM

too many bugs...
i prefer f0dder's patch (for video & music)
and patch for slowing geoscape time
(atached; you can change latency by editing four bites at 0x68fe7 in patched "ufo defense.exe" 100-1000 ms)
and thats all

Attached Files


Edited by xor2003, 14 April 2006 - 07:17 AM.


#242 Guest_Guest_*

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Posted 17 April 2006 - 02:28 PM

thx, just got the CE-version of this great old game to run on windows xp thx to this patch, previously i had a problem with my monitor not being able to show the whole picture, with the top or the lower portition chopped.

#243 Guest_Guest_*

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Posted 16 June 2006 - 06:52 AM

I love this site, there is so much information to be found. Thank you.

#244 loxotron

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Posted 26 July 2006 - 08:10 PM

bad, but i think the project is dead, maybe somebody will try to continue it or will try to make the same with not such lots of bugs?
any ideas?
I'm an big big LOL ..)

#245 bad guy

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Posted 20 August 2006 - 05:58 AM

this patch kicks everything's donkey ;P

thanks max, u tha man

#246 NeoGothic

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Posted 22 September 2006 - 03:36 AM

Hey your patch worked great. iv got a downloaded copy of ufo ce and it fixed the clock and the game hasnt crashed since. but for sum reason there is a blank space on the bottom and right side and the pointer sticks there a little. also the game skips slightly after an intercept and such, kind of splitting earth in two briefly. any help? My bad its gold not ce.

Edited by NeoGothic, 23 September 2006 - 06:27 AM.


#247 Karstedt

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Posted 17 October 2006 - 02:43 PM

I love the auto selling, but I'd really like my proximity grenades back. I see there has been no update in a very long time, but I thought I'd beg for one anyway.

#248 Octopuss

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Posted 09 January 2007 - 05:42 AM

I only just found this patch. Can't wait to get home from work to try it. Last post of Max was a "promise" to release something he was working on, but apparently he disappeared... :(

#249 koriand'r

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Posted 19 March 2007 - 08:39 AM

Hi, managed to Download UFO gold edtion (my last version became corrupted due to an error i made on my PC)

Anyway. I downloaded it but I still can't get the screen to show up properly, it appears messed up, that it can't fit within the resoultion space given.

Here's the main folder of ufo gold

Posted Image

I can't see anything missing (and the quick note txt is just a little doodle in what needs sorting out once i can get the image problem corrected) from the download, so what so i need to do to keep the game within the screen resoultion and allow me to see the game clearly when played?
UFO: Enemy and The Unknown *link below*

http://www.fanfiction.net/s/2718854/1/

#250 Hammer

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Posted 03 May 2007 - 02:19 AM

I have run into a bug with grafics. All versions are affected the same.
I have the collector's edition.
I have 3 alien spacecraft landed at the same location all green.
I land a skyranger at this spot with orders to intercept only one
of the 3 alien spacecraft. I have 2 more skyrangers enroute with orders
to intercept the other 2 alien spacecraft.
Again all 3 are at the same location on the ground.
But my skyrangers are coming in trail formation so as to arrive
one at a time. My first skyranger lands and a ground combat begins.
But the screen is garbled. I move the mouse around and I get many
ghosting trails on the screen with the save game screen overlay open
over the ground scape. And my skyranger is overlaid on top of the savegame
sceen. I can move stuff and target enemies but they are underneath the save game screen
overlay and are not vissable until I spot an alien then I can click on the alien 1 button
and the curser jumps to the alien location and targets him and he suddenly appears
on top of the save game overlay. during all of this none of the ground scape is visable
nor any enemy positions. But the game functions behind the save game overlay.
With tons of ghost trails cluttering the screen from every curser movement.

Has anyone encountered this before and is there a fix for it?
I had this error before I downloaded this patch.
After I downloaded this patch and restarted the game and loaded my save game
I ran into the same grafic glitch. Any ideas?



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