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X-Com Hack v3.1


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#1 hatfarm

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Posted 10 June 2010 - 08:51 PM

So I've finished the next iteration much quicker than I thought. This one adds TFTD editing functionality. Everything you can edit in UFO, you can edit in TFTD. It also loses a lot of the superfluous stuff that got loaded for each file edited. It loads all images on the fly, which is a slight speed loss, but for the most part the program should run leaner in general. There were a lot of little bugs fixed with this as well, things that wouldn't normally happen, but could happen if you accidentally did something. It also adds a lot of graphical improvements, making it look sleeker. I've added some thank you's to the about section, because I've been helped a lot with this program.

Here's the new readme.

If you've used the installer, you can just replace the previous executable with the executable. However, you will have to select your location again.

Attached Files


Edited by hatfarm, 10 June 2010 - 08:53 PM.


#2 kafros

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Posted 11 June 2010 - 07:48 AM

After some quick n' dirty trials, it seems cool! Good job once again and thanks! ^_^

Edited by kafros, 11 June 2010 - 07:48 AM.


#3 hatfarm

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Posted 03 July 2010 - 08:10 AM

I found a pretty big bug, I can't really release a fix right now, as I'm in the midst of some overhauls that'd just be weird to have half working. I'll just say, don't do any undos unless you're in the screen that the undo is undoing. Example, don't undo a change in the Craft view, if the undo is for a Soldier edit. This'll cause some issues that are no good. Sorry for the oversight, I've fixed it (pretty easily) but just be careful.

#4 hatfarm

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Posted 05 September 2010 - 09:08 PM

I apologize for no updates in the last two months. Summer school became pretty difficult and now I'm in the full semester and it is kicking my butt. However, I'm still working on this, just not at a rate that is fast. The next version should have some nice new features though, I promise.

#5 Xeryx

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Posted 11 October 2010 - 01:30 PM

Hello Fellow modder!! Mr Hatfarm!!

I first of want to thank you for such a wonderful set of tools. Obviously Xcom holds a special place in your heart as it does mine. If there is anything I can do to help you please let me know.

I registered just to tell you thank you, because I know how thankless this hobby is.

Can we make one for MOO2? and maybe Xcom Apocalypse?

I have experience modding, and have worked on a couple of projects. One is AI related.

So far it looks like the new dosbox versions of the game are compatible with your program, they break down the ufo.exe into thier respective programs. I am so happy to be able finally make a real mod with your tools for some of my nostalgic games! The graphics may not be the best, but you and I know they just haven't made games this good in a long time!!

They have release the whole xcom series on the Impulse DLC engine!

Edited by Xeryx, 11 October 2010 - 01:33 PM.


#6 hatfarm

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Posted 11 October 2010 - 02:49 PM

I have honestly not played much Apocalypse, it was just not my thing, since it wasn't the original :)

What is MOO2?

I really don't have much time right now, as I'm in school and I don't consider this tool finished yet. However, I'd be willing to consider an editor for something else at some point. Thanks for the kind words.

#7 Xeryx

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Posted 11 October 2010 - 04:27 PM

I have honestly not played much Apocalypse, it was just not my thing, since it wasn't the original :)

What is MOO2?

I really don't have much time right now, as I'm in school and I don't consider this tool finished yet. However, I'd be willing to consider an editor for something else at some point. Thanks for the kind words.



I shuddered when you said "what is moo 2?" but if you are still in school, you may have missed that one. How old are you?? I played x-com when it was new..I'm an "ancient" when it comes to gaming. Masters of Orion 2 is another can't live without classic, which is also back with dosbox...cept it is an ATARI product now..ATARI=EVIL

So far my re-balancing goes well!! thank you!! School must always come first. I am pretty busy myself but like to tinker/mod when I work on the road.

There are really only re-balance issues with this game. However, I do have some pretty nice ideas, and maybe we could do some vintage 16bit graphics to change a couple of things?

Now TtfD I would pretty much change that whole game. because it is just a rehash underwater.

Apocalypse wasn't really my game either..but it would be perfect to revamp..it has some really nice things. It's physics and destructible terrain is pretty fun.

Edited by Xeryx, 11 October 2010 - 04:28 PM.


#8 hatfarm

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Posted 11 October 2010 - 09:06 PM

Oh, I remember MOO2, but I never played it. To be honest, I just happened to run into X-Com back in the day because a friend bought it for me for my birthday. I had just gotten my first computer (I guess my family got their first computer) and he thought I would like it. I didn't really play many more games except Diablo and Warcraft. That was back in the mid 90's. After Quake though, I started playing computer games more often. I was a much more game system guy back in the day.

I'm an old student, it's weird being in classes with people who don't remember the 90's, which was a pretty awesome decade in my mind. However, I like what I'm studying so I'm sticking with it. I've actually been kicking around the idea of my own game for a while now, but that's probably not gonna get started til at least next summer, and that's only if I don't have classes in the summer. I'll have to start looking into getting Apoc and see what I can figure out.

#9 j'ordos

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Posted 12 October 2010 - 05:01 AM

I'll have to start looking into getting Apoc and see what I can figure out.


*a-HEM* http://www.xcomufo.c...topic=242028524 :)
for MoO2 you should probably check out the unofficial 1.4 patch and related modding tools: http://masteroforion...s-overview.html

Edited by j'ordos, 12 October 2010 - 05:06 AM.

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#10 Xeryx

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Posted 12 October 2010 - 07:11 AM

I'll have to start looking into getting Apoc and see what I can figure out.


*a-HEM* http://www.xcomufo.c...topic=242028524 :)
for MoO2 you should probably check out the unofficial 1.4 patch and related modding tools: http://masteroforion...s-overview.html


Oh Great...how am I ever going to have time to play all these old games again and get anything done in real life...geeze thanks guys!!

That 1.4 patch of lord Brazens, was juts starting the last time I played Moo2...he has come a long ways.

LONG LIVE DOS BOX!!! :master: (and Xcom Hack)

did they remove the drm for the 1.4 patch? if not I guess I will buy it again. but I HATE ATARI after they ripped us off on MOO3.

OK Back on topic.

I would definitely like access to all items and thier costs

My goal for my xeryx mod is pretty simple overall, balance of all the items. Overall I love XCOM as a TBS game, there were really only a few things they got wrong, or that need balanced.

I would love the ability to add/change a few of the graphics, and possibly add in a couple of items.
the reason I am asking you to add some more features is that the old editors no longer work, on my win 7 systems. They have long needed updated anyway. Many of your savegame features, I would love to see in the exe editor.

Edited by Xeryx, 12 October 2010 - 09:59 AM.


#11 hatfarm

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Posted 12 October 2010 - 04:49 PM

There's no way I'm gonna be able to do anything better than what j'ordos has put together, so I'd say definitely go to him with Apoc questions.

Yeah, the EXE editing is coming next (with a couple of things in the saved games still) but it's just slow going right now. Soon enough, I hope to eventually have an image editor in the program so you can mess with all that stuff too, so it can be as much of a one stop shop as possible.

#12 Xeryx

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Posted 13 October 2010 - 11:15 AM

There's no way I'm gonna be able to do anything better than what j'ordos has put together, so I'd say definitely go to him with Apoc questions.

Yeah, the EXE editing is coming next (with a couple of things in the saved games still) but it's just slow going right now. Soon enough, I hope to eventually have an image editor in the program so you can mess with all that stuff too, so it can be as much of a one stop shop as possible.


Apocalypse can wait awhile, i was just over excited. I have more than enough to use, for now and to play test.

Awesome news on the EXE editor!! I will follow your work and if you need help beta testing just let me know..I will make time even though I am swamped with real life.

I did think of a useful tool to have for the text editing portion. Can you add in a search tool, so that we can find all instances of the item or words we are looking for. Also is there anyway for the cursor to remain at the line where you edited the text, because it currently jumps all the way to the top.

#13 Becket

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Posted 13 October 2010 - 04:10 PM

I'm downloading it now. I'll give you some feedback.

#14 Becket

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Posted 13 October 2010 - 04:25 PM

One small problem with this one is when I have the bravery stat selected and I try to apply it to all my soldiers it doesn't work. Other than that it's awesome. Thanks for the hard work!

#15 Becket

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Posted 13 October 2010 - 04:33 PM

There's a pretty big glitch that if you click on a blank soldier space it'll create an entry for a soldier that's really buggy. The soldier will show up in the game and it's all bugged out.

#16 hatfarm

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Posted 13 October 2010 - 08:22 PM

There's a pretty big glitch that if you click on a blank soldier space it'll create an entry for a soldier that's really buggy. The soldier will show up in the game and it's all bugged out.


Are you talking about the Soldier.dat file or Unitref.dat file? Unitref.dat will not work definitely, but I would think the soldier.dat one would work. I'll look into it and see what needs to be fixed to stop that problem.

#17 hatfarm

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Posted 24 October 2010 - 09:51 PM

Just to let everyone know, I am going to be releasing a new beta pretty soon. It's not much of a change, but it'll fix a couple bugs I've found and SHOULD have a smaller executable. Whether or not that actually happens, we'll see, but I think it should as I'm removing a lot of strings that have been hardcoded. I've finally gotten around to loading them from the game directory, I just have to go through and point to the location of each string, which is tedious. I'll have a string editor available as well. I was hoping to have a terrain editor available for tactical saves, but it's not proving to be as easy as I thought, so I can't guarantee that'll happen. The new beta should be available some time this week.

#18 Xeryx

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Posted 30 October 2010 - 06:16 PM

Just to let everyone know, I am going to be releasing a new beta pretty soon. It's not much of a change, but it'll fix a couple bugs I've found and SHOULD have a smaller executable. Whether or not that actually happens, we'll see, but I think it should as I'm removing a lot of strings that have been hardcoded. I've finally gotten around to loading them from the game directory, I just have to go through and point to the location of each string, which is tedious. I'll have a string editor available as well. I was hoping to have a terrain editor available for tactical saves, but it's not proving to be as easy as I thought, so I can't guarantee that'll happen. The new beta should be available some time this week.



That would be really great!! I still to this day cannot understand why other's have not mass copied XCOM it is so dang addicting. Game companies are convoluted idiots.

I had to get Master's of Orion 2 from Impulse...it is such a cool space 4x game!! but what makes it the most fun is the combat.

Curious about possibility of maybe getting permissions to use parts of the other xcom editors??

Edited by Xeryx, 30 October 2010 - 06:18 PM.


#19 hatfarm

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Posted 01 November 2010 - 02:33 PM

Okay, I simply ran out of time, furthermore, I don't really have much free time for the next few weeks (projects and tests coming up until Thanksgiving week). So, I wouldn't expect the next beta til some time around Thanksgiving at least. Hopefully I'll run into some free time, but unfortunately I am super busy.

#20 hatfarm

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Posted 17 December 2010 - 01:52 PM

You may have guessed that I didn't have any time during the Thanksgiving break so I'm going to begin work on it again during this break. I'll even have a week off of work, so I'm hoping I can really crank out some good stuff. I'll let you all know when I've got the next beta ready.

#21 Xeryx

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Posted 21 December 2010 - 10:10 PM

That would be seriously awesome! if you would. I have been playing around with the tools you made, I think they are great. You manage to make most things easy to use and not make things too complicated. Kudos for that.

I have been playing around with my first version of my mod, and so far I like. It is more evened out amongst weapons.

I really want to be able to edit the other non-troop items as well. Including costs, size and weights. I.E. Avalanch missiles

Eventually changing the research tree would be awesome. I would actually want to change out a couple of items and make them useful other items. Not expecting miracles here though. I fully understand what it is like to mod. It has taken me 2 years to mod Medieval 2 total war AI.

#22 Xeryx

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Posted 01 February 2011 - 11:59 AM

Being Patient, please continue with this.

#23 hatfarm

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Posted 05 February 2011 - 06:41 PM

I did do some coding over the break, but not enough to warrant a new release. Sorry for the slow goings, school and life are just impeding progress a bit right now.

#24 dlogue

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Posted 04 January 2012 - 06:14 PM

Hey guys i'm new to this site and I could really do with some friendly help. I am a long term Xcom fan Since I played the demo on a floppy disk in 94/95 I knew I had to get the full game. Okay I've been playing allot recently and I have been installing various mod programs and I really want to use this one so I can customise games etc. The problem is I am not very mod savvy and could use some help on exactaly what to do to get the program working from unzipping the file. I have tried copying the file into the xcom folder but I get an error message that says TABCT is missing some dependencys or is missing file data.

As I say I am okay with computers so I can understand how to tdo some stuff but when it comes to modding i'm a bi out of my depth.

I look forward to hearing from anyone who can help.

WTF

#25 Longshot

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Posted 21 June 2012 - 08:28 PM

Hi,

I've been using your editors for some time, 3.1 is the best so far. Thanks for that. very simple and easy to use.

I was wondering, will you add anymore functionality to the editor if you continue to develop new versions? It would be nice to see something allow us to better edit things like weapons, ship design, aliens... I don't know, things like that?

Just curious if you have other aspirations for this, or whether you're more just looking to refine what you already have... IF you are going to continue working on it, that is.

#26 hatfarm

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Posted 01 July 2012 - 10:33 AM

Hi,

I've been using your editors for some time, 3.1 is the best so far. Thanks for that. very simple and easy to use.

I was wondering, will you add anymore functionality to the editor if you continue to develop new versions? It would be nice to see something allow us to better edit things like weapons, ship design, aliens... I don't know, things like that?

Just curious if you have other aspirations for this, or whether you're more just looking to refine what you already have... IF you are going to continue working on it, that is.


I keep saying I'm going to update it but then other things come up. We recently found out my wife is pregnant, so I've been spending a lot of time taking care of her and haven't been able to do much work getting the editor ported to C++ like I had hoped. The code is all available, so anyone could edit it if they'd like, but I am not able to do much as of right now. However, I would like to add more features whenever I get the chance to work more on this.

#27 yarrow

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Posted 05 July 2012 - 01:06 PM

We recently found out my wife is pregnant

my congratulations =b

yarrow