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
Posted 31 August 2008 - 06:21 AM
Posted 15 September 2008 - 12:08 PM
Posted 17 September 2008 - 06:48 AM
Posted 18 September 2008 - 05:39 AM
Posted 14 October 2008 - 03:16 AM
Posted 14 October 2008 - 06:17 AM
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!
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
Posted 15 October 2008 - 09:04 AM
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."Bandwidth exceeded"...
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.Does it do anything really useful other than this?
Is it compatible with XcomUtil?
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!
Posted 15 October 2008 - 11:48 PM
Edited by Morken, 16 October 2008 - 12:46 AM.
Posted 16 October 2008 - 12:08 AM
Edited by NKF, 16 October 2008 - 12:11 AM.
Posted 16 October 2008 - 07:15 AM
Edited by Morken, 16 October 2008 - 07:50 AM.
Posted 16 October 2008 - 07:57 AM
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)
Edited by Morken, 17 October 2008 - 01:29 AM.
Posted 19 October 2008 - 09:34 AM
Posted 20 October 2008 - 06:03 AM
Posted 20 October 2008 - 07:00 AM
Lemme tryI need a simple step by step
Posted 09 February 2009 - 04:54 PM
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?
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...
Edited by 3D Master, 16 February 2009 - 04:50 PM.
Posted 17 February 2009 - 02:31 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?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.
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?
Posted 17 February 2009 - 10:21 PM
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!
Posted 26 February 2009 - 10:07 AM
Posted 26 February 2009 - 03:24 PM
You mean stuff like that?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?
Posted 26 February 2009 - 04:58 PM
You mean stuff like that?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?
This is not really tested so feel free to report bugsAlso there is a "wish list" on ufopaedia, there is more chances I notice a request if you put it there...
Seb76
Posted 26 February 2009 - 05:36 PM
Hum, grab the version from today and activate the "De-equip Crafts" optionYou mean stuff like that?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?
This is not really tested so feel free to report bugsAlso 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.
Posted 26 February 2009 - 06:06 PM
Hum, grab the version from today and activate the "De-equip Crafts" option
Which option am I supposed to put on for that? Because I don't have it, and I turned on pretty much anything useful.
Posted 26 February 2009 - 07:37 PM
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!
Posted 27 February 2009 - 11:18 AM
Posted 27 February 2009 - 01:34 PM
I forgot to remove some comments when releasing the version so there was a little bug. I uploaded a new version to fix that...Hum, grab the version from today and activate the "De-equip Crafts" option
Which option am I supposed to put on for that? Because I don't have it, and I turned on pretty much anything useful.
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.
Posted 27 February 2009 - 01:54 PM
My pleasure. After having done the "reorder soldiers in craft", this was a walk in the parkFinally! A fix for this! I've been waiting a long time to "strip" my ships! Thanks Seb!
- Zombie
Posted 08 March 2009 - 10:17 PM
Posted 08 April 2009 - 11:44 AM
Edited by kasumimi, 08 April 2009 - 12:13 PM.
Posted 08 April 2009 - 05:10 PM
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...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
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...
Posted 12 April 2009 - 11:59 PM
Edited by Valken, 12 April 2009 - 11:59 PM.
Posted 13 April 2009 - 06:31 AM
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!
Posted 13 April 2009 - 07:37 AM
Posted 13 April 2009 - 09:40 PM
Posted 14 April 2009 - 06:39 AM
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!
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.
- Zombie
Posted 19 April 2009 - 04:17 AM
Posted 19 April 2009 - 05:35 AM
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:
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
Posted 19 April 2009 - 08:09 PM
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.
Edited by kasumimi, 20 April 2009 - 10:55 PM.
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.
Lemme tryI need a simple step by step
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
Posted 24 April 2009 - 10:13 PM
Posted 25 April 2009 - 02:08 PM
XcomUtil + Sebs loader doesn't work for me either. Perhaps an older version?
Posted 26 April 2009 - 07:13 AM