![]() ![]() |
Jun 4 2004, 03:06 AM
Post
#1
|
|
|
Sergeant ![]() ![]() ![]() Group: Forum Members Posts: 21 Joined: 24-May 04 Member No.: 2,907 |
XCOM Enemy Unknown CE (ET version, 28 March 2005)
Summary -------------------------------------------------------------------------------- * bugfixes (geoscape/battlescape) * video mode configuration / filters * 1750 engineers * 1750 scientists (~250 limit per project) * alien grenade w/proxy (activate prime 23) * auto sell manufacture enabled by decrease zero quantity (1111) * allocate all scientist by decrease zero quantity * allocate all technician by decrease zero quantity * manufacture 'ingredients' removed at time of production * idle engineers contribute to assembling base facilities (25/day) * geoscape time details are included in the zip notes: 'click' bug fixed. average filter at 640 4x0 fixed. outstanding reaction bug et al. added 3x edge filter (for 1024*768 resolution) etc. requires registry configuration. Have fun! This post has been edited by Micah: Jul 8 2009, 08:51 PM
Attached File(s)
|
|
|
|
Jun 4 2004, 03:34 AM
Post
#2
|
|
![]() Creative Text Department ![]() Group: Xenocide Inactive Posts: 2,911 Joined: 3-March 03 From: Finland, the land of POLARbears :p Member No.: 303 |
Oh yeah baby! :happybanana:
Thanks a lot man. Something like this has been wished for for a long time! -------------------- There's no need for a sig..
|
|
|
|
Jun 4 2004, 03:48 AM
Post
#3
|
|
![]() Creative Text Department ![]() Group: Xenocide Inactive Posts: 2,911 Joined: 3-March 03 From: Finland, the land of POLARbears :p Member No.: 303 |
Few notes.
Good: 1.The clock really works now! 2. Scroll speed in battlescape 3.Firing speed in battlescape 4. Now the music doesn't lag as bad as it did when I had to use turbo 5. Starting base layout is a lot better! Bad: 1. There's some empty space at bottom of the screen and on the right side of the screen in Geoscape view. 2. In battlescape the mouse gets stuck at the bottom and the right side of the screen. Every time you scroll to right or down, the mouse stucks a little bit there and you can't stop scrolling. No problem scrolling up and left though so I don't know what is the problem -------------------- There's no need for a sig..
|
|
|
|
Jun 4 2004, 01:12 PM
Post
#4
|
|
|
Programming Department ![]() Group: Xenocide Programming Department Posts: 2,416 Joined: 18-September 03 From: Portugal Member No.: 1,171 |
great work as always!
is there any chance of making the game have the original alien screams (from the DOS version)? -------------------- |
|
|
|
Jun 4 2004, 04:47 PM
Post
#5
|
|
![]() Sergeant ![]() ![]() ![]() Group: Forum Members Posts: 47 Joined: 2-January 04 Member No.: 1,730 |
QUOTE (SupSuper @ Jun 4 2004, 03:18 PM) great work as always! is there any chance of making the game have the original alien screams (from the DOS version)? Unless something was actually changed in the .exe to alter playback, wouldn't that need alteration of the actual sound file rather than the .exe? Looks great, Max. -------------------- |
|
|
|
Jun 4 2004, 04:51 PM
Post
#6
|
|
![]() Creative Text Department ![]() Group: Xenocide Inactive Posts: 3,749 Joined: 16-July 03 From: Cydonia, in the alien examination rooms Member No.: 733 |
*Gets a hammer and nails and pins this topic up*
This is very important! Keep up the good work, and if it is within your power, please add the original DOS deathscreams to CE. (I can dream, can't I? -------------------- I'm only partially inactive. :p I can still be reached at cpl.facehugger@gmail.com, and via PM. Preferably the former.
*Coming back? Avast! Facehugger, finish your assignments!* ![]() |
|
|
|
Jun 4 2004, 04:51 PM
Post
#7
|
|
![]() Sergeant ![]() ![]() ![]() Group: Forum Members Posts: 47 Joined: 2-January 04 Member No.: 1,730 |
I get an invalid page fault when trying to run it.
Here's the full error message in case you can get anything from it: UFO caused an invalid page fault in module UFO.EXE at 015f:0046a600. Registers: EAX=00000000 CS=015f EIP=0046a600 EFLGS=00010246 EBX=005e0000 SS=0167 ESP=006efda4 EBP=006efe38 ECX=00400000 DS=0167 ESI=00000000 FS=1997 EDX=81d169f8 ES=0167 EDI=00000000 GS=0000 Bytes at CS:EIP: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 Stack dump: 0045e69f 00400000 00000000 0046061b 00400000 00000000 81cadabc 00000001 00000000 81d2db28 005e0000 c0000005 81cadabc bffc9490 00000044 00000000 -------------------- |
|
|
|
Jun 4 2004, 05:22 PM
Post
#8
|
|
|
Programming Department ![]() Group: Xenocide Programming Department Posts: 2,416 Joined: 18-September 03 From: Portugal Member No.: 1,171 |
QUOTE (Kloreep @ Jun 4 2004, 11:53 PM) QUOTE (SupSuper @ Jun 4 2004, 03:18 PM) great work as always! is there any chance of making the game have the original alien screams (from the DOS version)? Unless something was actually changed in the .exe to alter playback, wouldn't that need alteration of the actual sound file rather than the .exe? Looks great, Max. well the soundrate was 8000 on DOS and 11025 on CE (of the sound files) so the EXE needs to be changed so that it loads the old sound files correctly (replacing sound file with old one doesn't work) -------------------- |
|
|
|
Jun 5 2004, 08:20 AM
Post
#9
|
|
|
Colonel ![]() ![]() ![]() ![]() ![]() Group: [Global Moderators] Posts: 2,626 Joined: 15-February 04 From: California - Most screwed up state in America :) Member No.: 2,080 |
WHat does it mean by 1750 engineers?
-------------------- Top Secret Xenocide Status report
BF2 Hackers =5SF= have busted ]sD[ Engageo <-- couldn't get him banned though, no screenshot of him ingame ]sD[Nomisser an AK guy The anti-logarithm of the logarithm of X plus the logarithm of Y equals X times Y, or 10^(logX + logY) = XY ![]() I hate spider solitaire... |
|
|
|
Jun 5 2004, 08:43 AM
Post
#10
|
|
|
Colonel ![]() ![]() ![]() ![]() ![]() Group: [Global Moderators] Posts: 2,626 Joined: 15-February 04 From: California - Most screwed up state in America :) Member No.: 2,080 |
tried it, but it really slows down, for some reason
-------------------- Top Secret Xenocide Status report
BF2 Hackers =5SF= have busted ]sD[ Engageo <-- couldn't get him banned though, no screenshot of him ingame ]sD[Nomisser an AK guy The anti-logarithm of the logarithm of X plus the logarithm of Y equals X times Y, or 10^(logX + logY) = XY ![]() I hate spider solitaire... |
|
|
|
Jun 5 2004, 08:48 AM
Post
#11
|
|
![]() Creative Text Department ![]() Group: Xenocide Inactive Posts: 2,911 Joined: 3-March 03 From: Finland, the land of POLARbears :p Member No.: 303 |
QUOTE (blehm @ Jun 5 2004, 10:49 AM) tried it, but it really slows down, for some reason Slows down? Well the idea was to slow down the game so the clock works now. Don't use turbo anymore.. -------------------- There's no need for a sig..
|
|
|
|
Jun 5 2004, 08:49 AM
Post
#12
|
|
|
Colonel ![]() ![]() ![]() ![]() ![]() Group: [Global Moderators] Posts: 2,626 Joined: 15-February 04 From: California - Most screwed up state in America :) Member No.: 2,080 |
i don't. But it gets like i said, choppy, and it isn't as smooth anymore
-------------------- Top Secret Xenocide Status report
BF2 Hackers =5SF= have busted ]sD[ Engageo <-- couldn't get him banned though, no screenshot of him ingame ]sD[Nomisser an AK guy The anti-logarithm of the logarithm of X plus the logarithm of Y equals X times Y, or 10^(logX + logY) = XY ![]() I hate spider solitaire... |
|
|
|
Jun 5 2004, 09:47 AM
Post
#13
|
|
|
Programming Department ![]() Group: Xenocide Programming Department Posts: 2,416 Joined: 18-September 03 From: Portugal Member No.: 1,171 |
QUOTE (blehm @ Jun 5 2004, 03:26 PM) WHat does it mean by 1750 engineers? it means you can have up to 1750 engineers (iirc the limit was 255, and if you went over you got negative engineers). -------------------- |
|
|
|
Jun 5 2004, 09:49 AM
Post
#14
|
|
|
Colonel ![]() ![]() ![]() ![]() ![]() Group: [Global Moderators] Posts: 2,626 Joined: 15-February 04 From: California - Most screwed up state in America :) Member No.: 2,080 |
Okay. I am in a bad mood. I just finished my first Firestorm, and i am so happy, and then *poof* it says Firestorm completed at [blank] I go to my base. Nothing. Look at money-half a million gone. All supplies used for it gone. Then it just hit me while typing this that my stupid engineers just sold MY FIRESTORM. Please put the auto-sell feature into a button or something like that, so nobody else has to go through this.
-------------------- Top Secret Xenocide Status report
BF2 Hackers =5SF= have busted ]sD[ Engageo <-- couldn't get him banned though, no screenshot of him ingame ]sD[Nomisser an AK guy The anti-logarithm of the logarithm of X plus the logarithm of Y equals X times Y, or 10^(logX + logY) = XY ![]() I hate spider solitaire... |
|
|
|
Jun 5 2004, 02:47 PM
Post
#15
|
|
![]() Commander ![]() ![]() ![]() ![]() ![]() ![]() Group: [Global Moderators] Posts: 4,590 Joined: 27-December 03 From: Outer Space(woosh!) Member No.: 1,704 |
Won't the game have problems if you try and save with more than 255 engineers working on a project? Or is this stored as a data type larger than a byte? I know engineers can be hired up to 65535(from the data type used to store them), but I'm not sure what would happen about allocating them to workshops. I mean, what would happen if you save the game and then reload it later? Would all the bits past the first eight get lopped off?
- NKF This post has been edited by NKF: Jun 5 2004, 02:49 PM -------------------- Lord High Generalissimo Ruler Supreme of Norm's Anti Pedant Society (NAPS).
Number of members: 1 |
|
|
|
Jun 7 2004, 03:14 AM
Post
#16
|
|
|
Sergeant ![]() ![]() ![]() Group: Forum Members Posts: 21 Joined: 24-May 04 Member No.: 2,907 |
Hi,
about the engineers, original savefile is forward compatible with ET version, engineers will be saved correctly. The starting base layout has been restored (6th June version), is there any particular layout for next release? about the sound files, I don't have DOS version, will give it a try, does it have nicer sounds? about geoscape time, the game was not slowed down exaclty, original code had 5 second increments as fast as the machine could process it (roughly), so it appeared very smooth and fast. User input is unaffected by the changes in ET. Now it is not so bad, blehm? blehm, we can implement a guard against 'accidentally' autoselling an e115 item, if there is any problem with this feature that you have spotted, please send a savegame with a description of the problem, thanks. Kloreep, CE version? |
|
|
|
Jun 7 2004, 03:35 AM
Post
#17
|
|
![]() Creative Text Department ![]() Group: Xenocide Inactive Posts: 3,749 Joined: 16-July 03 From: Cydonia, in the alien examination rooms Member No.: 733 |
The DOS version has much better alien death sounds. They really sound like screams compared to the Collector Edition's moans.
-------------------- I'm only partially inactive. :p I can still be reached at cpl.facehugger@gmail.com, and via PM. Preferably the former.
*Coming back? Avast! Facehugger, finish your assignments!* ![]() |
|
|
|
Jun 7 2004, 06:09 PM
Post
#18
|
|
![]() Sergeant ![]() ![]() ![]() Group: Forum Members Posts: 47 Joined: 2-January 04 Member No.: 1,730 |
QUOTE (max @ Jun 7 2004, 05:20 AM) Kloreep, CE version? Yep. And your Et version of TFTD works fine for me, too... -------------------- |
|
|
|
Jun 8 2004, 03:16 AM
Post
#19
|
|
|
Sergeant ![]() ![]() ![]() Group: Forum Members Posts: 21 Joined: 24-May 04 Member No.: 2,907 |
blehm, there was a bug that caused manufactured crafts not to be allocated, it has been fixed in 7th June version, thanks for posting a description.
Some other problems where spotted and have been fixed. Kloreep, delete 'ufoeuet' file, does it still crash? about the sounds, will they work if they are resampled? This post has been edited by max: Jun 8 2004, 03:19 AM |
|
|
|
Jun 8 2004, 04:12 AM
Post
#20
|
|
|
Programming Department ![]() Group: Xenocide Programming Department Posts: 2,416 Joined: 18-September 03 From: Portugal Member No.: 1,171 |
QUOTE (max @ Jun 8 2004, 10:22 AM) about the sounds, will they work if they are resampled? nope, it's been tried editing the original soundfile and try to make it being read by CE but it doesn't work. see http://www.xcomufo.com/forums/index.php?showtopic=2629 i suppose the only solution is to make the game itself read the older DOS file just like the DOS version read it. -------------------- |
|
|
|
Jun 8 2004, 10:48 PM
Post
#21
|
|
![]() Sergeant ![]() ![]() ![]() Group: Forum Members Posts: 47 Joined: 2-January 04 Member No.: 1,730 |
QUOTE (max @ Jun 8 2004, 05:22 AM) Kloreep, delete 'ufoeuet' file, does it still crash? Yep. -------------------- |
|
|
|
Jun 9 2004, 02:21 AM
Post
#22
|
|
|
Sergeant ![]() ![]() ![]() Group: Forum Members Posts: 21 Joined: 24-May 04 Member No.: 2,907 |
XCOM1 ET version had many problems, hope that 8th June version everything is sorted out.
Kloreep, I would like to get it working for you, but I don't understand the problem, exactly. Are you using a 'loader', any other programs? |
|
|
|
Jun 9 2004, 06:46 AM
Post
#23
|
|
|
Captain ![]() ![]() ![]() ![]() Group: Forum Members Posts: 375 Joined: 4-October 02 From: Montreal,Quebec, Canada Member No.: 19 |
man thats a great fix!!
will try that soon great job dude! |
|
|
|
Jun 9 2004, 03:15 PM
Post
#24
|
|
|
Captain ![]() ![]() ![]() ![]() Group: Forum Members Posts: 375 Joined: 4-October 02 From: Montreal,Quebec, Canada Member No.: 19 |
till now i tested it otu a bit and i like it
gotta get used to the slowness. I think you fixed somehow my base problem. it used to cras hafter 5-7 turns at the exact same spot.. well i just finished a base+ corpses dont disapear anymore. one thing i dont know if its a CE bug(never experienced it before) I fired a blaster bomb and it blew up right away, their wasnt any walls in front of me.. now i try to reload weapon it says Ammo round=0 and it says weapon already loaded.. NEways dont mind that ug for now.. Superb stuff |
|
|
|
Jun 9 2004, 08:09 PM
Post
#25
|
|
![]() Sergeant ![]() ![]() ![]() Group: Forum Members Posts: 47 Joined: 2-January 04 Member No.: 1,730 |
QUOTE (max @ Jun 9 2004, 04:27 AM) XCOM1 ET version had many problems, hope that 8th June version everything is sorted out. Kloreep, I would like to get it working for you, but I don't understand the problem, exactly. Are you using a 'loader', any other programs? No loader. I just run the .exe -------------------- |
|
|
|
Jun 14 2004, 02:15 AM
Post
#26
|
|
|
Sergeant ![]() ![]() ![]() Group: Forum Members Posts: 21 Joined: 24-May 04 Member No.: 2,907 |
Kloreep, try rev.a version above, hope this helps.
have fun. |
|
|
|
Jun 14 2004, 09:29 AM
Post
#27
|
|
![]() Sergeant ![]() ![]() ![]() Group: Forum Members Posts: 47 Joined: 2-January 04 Member No.: 1,730 |
It works.
-------------------- |
|
|
|
Jun 16 2004, 03:11 AM
Post
#28
|
|
|
Squaddie ![]() ![]() Group: Forum Members Posts: 4 Joined: 4-March 04 Member No.: 2,285 |
What does 'et' stand for??
|
|
|
|
Jun 17 2004, 04:41 AM
Post
#29
|
|
|
Squaddie ![]() ![]() Group: Forum Members Posts: 1 Joined: 14-June 04 Member No.: 3,056 |
Looks promising , however screen flashes any ideas for fixing this ? :whatwhat:
|
|
|
|
Jun 17 2004, 09:26 AM
Post
#30
|
|
|
Colonel ![]() ![]() ![]() ![]() ![]() Group: [Global Moderators] Posts: 2,626 Joined: 15-February 04 From: California - Most screwed up state in America :) Member No.: 2,080 |
now my game crashes whenever i do something, i forgot what. Does it work for Xcom: ufo defense CE?
-------------------- Top Secret Xenocide Status report
BF2 Hackers =5SF= have busted ]sD[ Engageo <-- couldn't get him banned though, no screenshot of him ingame ]sD[Nomisser an AK guy The anti-logarithm of the logarithm of X plus the logarithm of Y equals X times Y, or 10^(logX + logY) = XY ![]() I hate spider solitaire... |
|
|
|
Jun 22 2004, 05:28 AM
Post
#31
|
|
|
Squaddie ![]() ![]() Group: Forum Members Posts: 4 Joined: 4-March 04 Member No.: 2,285 |
On 2 separate installs of xcom et, the game crashes at exactly the same spot. As soon as I receive my extra scientists/soldiers the game crashes as i switch to the 5sec setting... Any ideas?
|
|
|
|
Jun 22 2004, 07:36 AM
Post
#32
|
|
![]() Alien Concept Task Force ![]() Group: Xenocide Artwork Department Posts: 5,034 Joined: 27-April 03 From: Belgium Member No.: 433 |
QUOTE (blehm @ Jun 17 2004, 04:32 PM) now my game crashes whenever i do something, i forgot what. Does it work for Xcom: ufo defense CE? it's only for the CE version -------------------- "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 ![]() SNEKK BLOG U-LAR MEKHH! GAHGHH! RK! GRRGH RGGHH SNORRTT GHACKHGG Now presented in DoubleVision (where drunk) |
|
|
|
Jun 22 2004, 12:39 PM
Post
#33
|
|
|
Colonel ![]() ![]() ![]() ![]() ![]() Group: [Global Moderators] Posts: 2,626 Joined: 15-February 04 From: California - Most screwed up state in America :) Member No.: 2,080 |
But i have xcom ufo defense CE. It crashes i think when i go into battle. Is it designed for xp though. SCott said that xcomutil also had problems on xp with xcom 1
-------------------- Top Secret Xenocide Status report
BF2 Hackers =5SF= have busted ]sD[ Engageo <-- couldn't get him banned though, no screenshot of him ingame ]sD[Nomisser an AK guy The anti-logarithm of the logarithm of X plus the logarithm of Y equals X times Y, or 10^(logX + logY) = XY ![]() I hate spider solitaire... |
|
|
|
Jun 23 2004, 04:03 AM
Post
#34
|
|
|
Sergeant ![]() ![]() ![]() Group: Forum Members Posts: 21 Joined: 24-May 04 Member No.: 2,907 |
SemperFido, that was a bug in earlier ET version, I thought it was fixed with latest release (8th June), please try latest version, hope it helps, otherwise post your save game please, thanks.
blehm, please post your troubled savegame. thanks. |
|
|
|
Jun 23 2004, 12:17 PM
Post
#35
|
|
|
Colonel ![]() ![]() ![]() ![]() ![]() Group: [Global Moderators] Posts: 2,626 Joined: 15-February 04 From: California - Most screwed up state in America :) Member No.: 2,080 |
I can't though, and it happens on the first battle, same thing with xcomutil. I don't have a fast enouph connection (a sad 26400 bps)
-------------------- Top Secret Xenocide Status report
BF2 Hackers =5SF= have busted ]sD[ Engageo <-- couldn't get him banned though, no screenshot of him ingame ]sD[Nomisser an AK guy The anti-logarithm of the logarithm of X plus the logarithm of Y equals X times Y, or 10^(logX + logY) = XY ![]() I hate spider solitaire... |
|
|
|
Jun 23 2004, 03:37 PM
Post
#36
|
|
|
Colonel ![]() ![]() ![]() ![]() ![]() Group: Moderators Posts: 1,001 Joined: 22-November 03 From: Earth- U.S. Member No.: 1,549 |
QUOTE l. I don't have a fast enouph connection (a sad 26400 bps) Give it a try anyway. First, use a zip program to compress the saved game. Then, it should only be a few dozen Kilobytes. That shouldn't take longer than a few minutes to upload. -------------------- Haha! I'm now the Supreme Commander of X-COM. Time to kiss Earth goodbye.My first order of business: Homeless people make cheap rookies, and are great at opening UFO doors. Heck, they're so cheap, I'm going to replace all personel with them! Secondly: This organisation takes too much money to run. Weapon shipments will come from Siberia from now on. Costly maintenance is to be cut on all facilities. That includes venting. Thirdly: We have a new colonel. His name is Facehugger, he loves aliens, and I want you all to treat him with respect. Lastly: I'll be in my condo on an undisclosed island, if you need me. Good day. FMIX-The General Stores |
|
|
|
Jun 24 2004, 03:24 AM
Post
#37
|
|
|
Squaddie ![]() ![]() Group: Forum Members Posts: 4 Joined: 4-March 04 Member No.: 2,285 |
max, I deleted both installs of xcom et. I'll try reinstalling it sometimes this weekend and quickly running it to the point where it crashes. I'll then pass on the saved game to u. The latest vers of et was used. It's the only one I have left, all others were deleted.
thanks for help. |
|
|
|
Jun 24 2004, 07:02 AM
Post
#38
|
|
![]() Alien Concept Task Force ![]() Group: Xenocide Artwork Department Posts: 5,034 Joined: 27-April 03 From: Belgium Member No.: 433 |
QUOTE (blehm @ Jun 23 2004, 07:23 PM) I can't though, and it happens on the first battle, same thing with xcomutil. I don't have a fast enouph connection (a sad 26400 bps) well, if you're using xcomutil AND xcom ET, perhaps they don't get along too well? -------------------- "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 ![]() SNEKK BLOG U-LAR MEKHH! GAHGHH! RK! GRRGH RGGHH SNORRTT GHACKHGG Now presented in DoubleVision (where drunk) |
|
|
|
Jun 24 2004, 11:44 AM
Post
#39
|
|
|
Colonel ![]() ![]() ![]() ![]() ![]() Group: [Global Moderators] Posts: 2,626 Joined: 15-February 04 From: California - Most screwed up state in America :) Member No.: 2,080 |
I have tried both seperately. Also, I don't have a saved file of it.
This post has been edited by blehm: Jun 24 2004, 11:45 AM -------------------- Top Secret Xenocide Status report
BF2 Hackers =5SF= have busted ]sD[ Engageo <-- couldn't get him banned though, no screenshot of him ingame ]sD[Nomisser an AK guy The anti-logarithm of the logarithm of X plus the logarithm of Y equals X times Y, or 10^(logX + logY) = XY ![]() I hate spider solitaire... |
|
|
|
Jun 27 2004, 01:11 PM
Post
#40
|
|
![]() Sergeant ![]() ![]() ![]() Group: Forum Members Posts: 47 Joined: 2-January 04 Member No.: 1,730 |
I finally got around to starting a new game with ET and ran into another bug. :/ I can't buy scientists. Whenever any amount of new ones arrive at my base, the Transfer Arrival screen or whatever you want to call it pops up normally, but once I click either "OK" or "OK - 5 seconds" it crashes to the desktop. No error message; the screen just goes black for an instant and then I'm back at the desktop.
I don't have this problem with soldiers or engineers arriving. Edit: Looks like this is the same problem SemperFido has. I can post a save game if you want, though I would assume you could reproduce it easily enough by starting a new game, ordering a scientist, and setting it on 1 day. (Unless this is a problem specific to some machines, in which case a save game likely wouldn't help either.) This post has been edited by Kloreep: Jun 27 2004, 01:14 PM -------------------- |
|
|
|
Jul 5 2004, 09:23 PM
Post
#41
|
|
![]() Sergeant ![]() ![]() ![]() Group: Forum Members Posts: 47 Joined: 2-January 04 Member No.: 1,730 |
BTW, I got around this by using an editor to give a specific base more scientists and subtract the appropriate amount of money. Scientists and everything else seem to work fine so long as you make sure not to purchase scientists through the game. :b:
-------------------- |
|
|
|
Jul 10 2004, 02:27 AM
Post
#42
|
|
|
Sergeant ![]() ![]() ![]() Group: Forum Members Posts: 21 Joined: 24-May 04 Member No.: 2,907 |
Thanks for the feedback!
Will post an update with scientist working, when I get back to it - 2 weeks or so. |
|
|
|
Jul 14 2004, 02:18 AM
Post
#43
|
|
|
Captain ![]() Group: Xenocide Recruit Posts: 442 Joined: 12-July 04 From: X-Com HQ in Fortress Orza Member No.: 3,206 |
So, what is this--some kinda patch (shrugs at own stupidity)? Sorry, but I just started playing, and getting hooked on no less, X-Com, so I'm not all too familiar with any real bugs or whatever. Well, aside from the fact that Xcom just has a great fondness for crashing like, all the time.
...what was wrong with the clock again...? |
|
|
|
Jul 14 2004, 04:15 PM
Post
#44
|
|
![]() Sergeant ![]() ![]() ![]() Group: Forum Members Posts: 47 Joined: 2-January 04 Member No.: 1,730 |
It's an unofficial patch/enhancement.
On the patch side, I haven't had any crashes using it (except for the scientist bug); and I did use to have fairly frequent crashes during base defense missions. So it's helped me there. The clock was programmed to be paced by the speed of the CPU. Problem is, CPUs back when X-Com was made were much slower... as such, if you have a processor that doesn't compensate for this in some way, you have to use a CPU killer program to play the game with the clock at a reasonable speed. This version fixes the geoscape time; I'm not sure if it uses programming independant of processor speed or is just brought up to date with today's speeds, but whichever it is, it works for me. For the enhancements, see the first post: * 1750 engineers * 1750 scientists (~250 limit per project) * alien grenade w/proxy (activate prime 23) I assume this means Alien Grenades can be set to act like Proximity Grenades if you prime it to 23 turns. Haven't tried this myself yet. * auto sell manufacture enabled by decrease zero quantity (1111) If you click the down button when the quantity to manufacture is set at 0, the game will show 1111. If you then click OK once Engineers are assigned, not will manufacture the item until you tell it to stop, but it will automatically sell the item as it is produced. Very helpful if you're manufacturing Laser Cannons or somesuch to make a profit; you don't have to worry about going back to the Sell screen before you run out of money or storage room. * allocate all scientist by decrease zero quantity Shortcut to allocate all your scientists to a project by pressing down with the quantity at 0. * allocate all technician by decrease zero quantity Same for Engineers. * manufacture 'ingredients' removed at time of production Apparently you could prevent the game from using up the ingredients needed for items by cancelling the manufacturing at a certain point. This prevents you from doing that. * idle engineers contribute to assembling base facilities (25/day) If you put 25 engineers in a base and don't assign them to anything, the base facilities will be constructed faster than they otherwise would. Helpful for the assembling your new bases. Note that this is for the Collector's Edition only, not the DOS version. Also, this .exe is currently bugged and the game will crash whenever scientists arrive at a base; so unless you're willing to get around this bug with an editor, wait for the fix. -------------------- |
|
|
|
Jul 14 2004, 05:08 PM
Post
#45
|
|
|
Captain ![]() Group: Xenocide Recruit Posts: 442 Joined: 12-July 04 From: X-Com HQ in Fortress Orza Member No.: 3,206 |
QUOTE (Kloreep @ Jul 14 2004, 06:21 PM) It's an unofficial patch/enhancement. On the patch side, I haven't had any crashes using it (except for the scientist bug); and I did use to have fairly frequent crashes during base defense missions. So it's helped me there. The clock was programmed to be paced by the speed of the CPU. Problem is, CPUs back when X-Com was made were much slower... as such, if you have a processor that doesn't compensate for this in some way, you have to use a CPU killer program to play the game with the clock at a reasonable speed. This version fixes the geoscape time; I'm not sure if it uses programming independant of processor speed or is just brought up to date with today's speeds, but whichever it is, it works for me. For the enhancements, see the first post: * 1750 engineers * 1750 scientists (~250 limit per project) * alien grenade w/proxy (activate prime 23) I assume this means Alien Grenades can be set to act like Proximity Grenades if you prime it to 23 turns. Haven't tried this myself yet. * auto sell manufacture enabled by decrease zero quantity (1111) If you click the down button when the quantity to manufacture is set at 0, the game will show 1111. If you then click OK once Engineers are assigned, not will manufacture the item until you tell it to stop, but it will automatically sell the item as it is produced. Very helpful if you're manufacturing Laser Cannons or somesuch to make a profit; you don't have to worry about going back to the Sell screen before you run out of money or storage room. * allocate all scientist by decrease zero quantity Shortcut to allocate all your scientists to a project by pressing down with the quantity at 0. * allocate all technician by decrease zero quantity Same for Engineers. * manufacture 'ingredients' removed at time of production Apparently you could prevent the game from using up the ingredients needed for items by cancelling the manufacturing at a certain point. This prevents you from doing that. * idle engineers contribute to assembling base facilities (25/day) If you put 25 engineers in a base and don't assign them to anything, the base facilities will be constructed faster than they otherwise would. Helpful for the assembling your new bases. Note that this is for the Collector's Edition only, not the DOS version. Also, this .exe is currently bugged and the game will crash whenever scientists arrive at a base; so unless you're willing to get around this bug with an editor, wait for the fix. So, wait a second--the clock's not supposed to go really fast by default? It's supposed to be realtime? *gulp* Okay, so I guess I'll be waiting for the update. Thanks. |
|
|
|
Jul 14 2004, 10:30 PM
Post
#46
|
|
![]() Sergeant ![]() ![]() ![]() Group: Forum Members Posts: 47 Joined: 2-January 04 Member No.: 1,730 |
QUOTE (The Master Maniac @ Jul 14 2004, 06:14 PM) So, wait a second--the clock's not supposed to go really fast by default? It's supposed to be realtime? *gulp* Okay, so I guess I'll be waiting for the update. Thanks. Not realtime. How the speed it's supposed to go compares to the speed you're experiencing depends on what you actually are experiencing now. Some processors seem to run the geoscape time without time speeding up more than it should. Judging from the ET version (I never played X-COM back in the day of the processors it was designed for) the speed should be roughly around 1 unit of your selected speed every second. So if you select 5 seconds, it should take 1 second for 5 game seconds to pass; useful if you want things to slow down while you order a bunch of aircraft around or something like that. At 1 minute, it should take approximately 1 second for a minute to pass; and so on. 1 day usually doesn't go by in 1 just 1 second, at least for me; but that's okay. It goes fast enough. -------------------- |
|
|
|
Jul 20 2004, 11:34 AM
Post
#47
|
|
![]() Colonel ![]() ![]() ![]() ![]() ![]() Group: Moderators Posts: 1,132 Joined: 12-July 04 From: QC, Canada Member No.: 3,205 |
So, when's the patch for the Scientists bug comming up??
Can't wait to try it!! (Especially the auto-sell part O:) ) This post has been edited by Paladin: Jul 20 2004, 11:34 AM -------------------- "You're just jealous because the voices in my head only talk to me."
"I only think this stuff up .. then I have to write it down so it doesn't corrupt the rest of my brain.. " "There is a theory which states that if ever anyone discovers exactly what the universe is for and why it is here, it will instantly disappear and be replaced by something even more bizarre and inexplicable. There is another which states that this has already happened. -Douglas Adams (The Hitchhicker's Guide to the Galaxy)" |
|
|
|
Jul 21 2004, 03:49 PM
Post
#48
|
|
|
Captain ![]() Group: Xenocide Recruit Posts: 442 Joined: 12-July 04 From: X-Com HQ in Fortress Orza Member No.: 3,206 |
QUOTE (Kloreep @ Jul 15 2004, 12:36 AM) QUOTE (The Master Maniac @ Jul 14 2004, 06:14 PM) So, wait a second--the clock's not supposed to go really fast by default? It's supposed to be realtime? *gulp* Okay, so I guess I'll be waiting for the update. Thanks. Not realtime. How the speed it's supposed to go compares to the speed you're experiencing depends on what you actually are experiencing now. Some processors seem to run the geoscape time without time speeding up more than it should. Judging from the ET version (I never played X-COM back in the day of the processors it was designed for) the speed should be roughly around 1 unit of your selected speed every second. So if you select 5 seconds, it should take 1 second for 5 game seconds to pass; useful if you want things to slow down while you order a bunch of aircraft around or something like that. At 1 minute, it should take approximately 1 second for a minute to pass; and so on. 1 day usually doesn't go by in 1 just 1 second, at least for me; but that's okay. It goes fast enough. Hmm, my game goes at Ludicrous Speed when I hit the 1 Day button. One time it went through an entire month without detecting any UFOs instantly! I wound up scratching my head when the Monthly Report popped up. But using the normal, default speed, the game runs at a nice clip, though minutes seem to run as seconds. Ah well. Be sure to post that fix here, by the way! Hmm, auto-sell... *snicker* |
|
|
|
Jul 22 2004, 07:00 AM
Post
#49
|
|
|
Sergeant ![]() ![]() ![]() Group: Forum Members Posts: 21 Joined: 24-May 04 Member No.: 2,907 |
Scientists now fixed, please test and post if there are any problems.
Have fun. |
|
|
|
Jul 22 2004, 02:19 PM
Post
#50
|
|
|
Captain ![]() Group: Xenocide Recruit Posts: 442 Joined: 12-July 04 From: X-Com HQ in Fortress Orza Member No.: 3,206 |
Really? Sweet! So, the old download link'll do it?
Holy crap! Using the .exe, the screen hung black, then shifted to a view of the game in Apocolypse-style pancake mode! Everything's scrambled, and I get garbled video in the bottom of the screen. Uh, I don't think it's going to run very favorably as such, unfortunately... This post has been edited by The Master Maniac: Jul 22 2004, 02:34 PM |
|
|
|
![]() ![]() ![]() |
| Lo-Fi Version | Time is now: 2nd September 2010 - 01:44 PM |