Jump to content
XCOMUFO & Xenocide

Seb76

Forum Members
  • Posts

    103
  • Joined

  • Last visited

Contact Methods

  • Website URL
    http://www.ufopaedia.org/index.php?title=User:Seb76
  • ICQ
    0

Profile Information

  • Gender
    Male
  • Location
    Rouen, France

Seb76's Achievements

Captain

Captain (4/6)

0

Reputation

  1. Every entry is defaulted to disabled if it is not found in the ini file.
  2. Do you still have problems if you start a game from scratch? It looks like your savegames a corrupted from the look of your symptoms.
  3. Hi, The mod is self contained, you don't need others for e.g. using mp3 music. Using anything else but xcomutils along with the loader is not supported. You can find information on my page: http://www.ufopaedia.org/index.php?title=User:Seb76 Windowed mode is enabled through the "D3D" and "D3D Windowed" settings. Aspect ratio correction is done with the "Screen Ratio" one. HTH, Seb
  4. Hi Krixie, You did put apply to 1, but did you also change the source? Source=PSX CD HTH, Seb
  5. You are quite lucky, Xusilak gave me an autosell patch that I integrated in the extender. Go have a look. Cheers, Seb
  6. That is actually a great point. I was using Seb76's UFO Extender, aka UFOLoader.exe, available here. I guess it would depend on how the cap modifications are implemented? If Seb's using a code hook to run a workaround function, then this could be a bug in UFO Extender itself. If he's overwriting the cap values when they get loaded into memory and letting the original function do its work, then it's all Microprose. I think it would actually take a fair bit of work to change how the program interprets a byte (aka signed or unsigned) by hacking assembly. As in, far more than just overwriting the data. As in, you'd probably have to do it intentionally. That being said, the magic that is codehooks is not my forte. Don't take my word as law. EDIT: Yeah, looks like the game handles FA, TA, MA, and Reactions differently. After looking through Seb's code, he isn't changing how the game increases stats at all, just what the caps are. Line 1765 in patches.cpp, if you care to look. Maybe another option is causing the problem? (no funkers and the like). Do you experiment the problem when you turn off the caps option? Seb PS: BTW, I did not see if the faulty stats were already above 127. If that's the case then it is indeed a signed/unsigned issue. I can change the jge's to jae's and it should fix the problem. Edit: I uploaded a test version here. Can you give it a try?
  7. The loader does not do anything by default since the default ini file has everything to 0. To fix the garbling you can either set the "Video Pitch" setting, or activate D3D. I'd recommend D3D since that's what I use for testing. HTH, Seb
  8. You're welcome :-) Testing it under XP with Win98 look, the cursor is clipped to the window region (including resize ancors). Maybe different styles have different behaviors. I could lock the cursor in the client area, but then you wouldn't be able to resize/move/close the window at all. Maybe I'll just add a shortcut to enable/disable the feature on the fly. Several people asked me to change the equipment algorithm to identify soldiers based on their starting stats instead of their names so that when you rename them (stats strings), you don't loose their equipment. Sadly old ini files are not compatible. The way input boxes are implemented is really nasty and could mess up the windows messages handling. It may end up crashing I presume. In case of a recurrent crash, try disabling the loader and see if it fixes the problem. You can always post the address of the crash, I'll try to figure out what's causing it. Seb
  9. I added the option to clip the cursor in the window. It's not working perfectly, but give it a try... Now when you keep the mouse button down for more than 200ms, the soldier will go topmost/bottommost. Cheers, Seb
  10. The buttons were not present on this specific page, but the game has a unified callback system for lists (used for buying/selling/soldiers and stuff), adding new buttons was just a matter of understanding how it works. I'd be interested to know what parameters people use on different OSes so I can add a compatibility table on my page. Oh and BTW, happy new year everyone :-) Seb
  11. I gave a shot at win7 in vmware, putting both the loader and the ufo defense.exe to XP sp3 compatibility mode works (but with the fugly security alert). It is sluggish but it's most likely due to the virtualization. HTH, Seb PS: I'll soon remove that crap from my laptop so if you have other W7 issues, say so now...
  12. I reuse the API provided but the game itself so sadly I cannot add new buttons' sprites. I'll see if I can add something like right+left clicking to bring a unit top/bottommost. This looks like like the "standard" crash when the game crash immediatly when you have your first unit going out of the craft. The function that finds the pointer of the tile the current unit is in returns some garbage for an unknown reason. I have not been able to reproduce the problem enough to investigate it Did you try without the compatibility mode? Maybe with D3D and MP3 music you don't need it? Good to know. I tried running in compatibility mode here, but got no crash BTW. Who knows what compatibility mode does behind the scene... Seb
  13. OK, at this point I'm clueless as to what's causing the problem; maybe it's your setup making it crash, or mine making it work... Is anybody else using the "No Funkers" option? Seb
  14. Make sure you build a wide sonar array. Also try looking at the alien activity graph and send a triton in the most active region, it's builtin sonar may catch some alien crafts. HTH, Seb
  15. No, I do not... but I might be using the combo patch by zombie/bombbloke, I can't remember for sure. But that has no effect on soldiers as far as I can tell, and doesn't modify the exe at all. Can you look in the MISSDAT folder after the crash; is your uniref2.dat file 9920bytes long? Seb
×
×
  • Create New...