Inteck
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I am talking about the HWP and Craft weapons....Not the small clips used in rifles and pistols. It may very well be that the programmers used the wrong algorithm in the gauss Craft/Hwp though. I have never had that problem on UFO with the HWP or Craft weapons except for the Gauss stuff. The HWP Rocket Launcher from UFO never had this problem, nor did the HWP Torpedo Launcher from TFTD have the ammo dumping problem, and yet the HWP Gauss does (dumps remaining ammo.....NOT supposed to). By the same token, the PWT Craft weapon from TFTD and the Fusion Ball Launcher Craft weapon armed correctly, and yet the Craft Gauss does NOT(also dumps ammo). All craft weapons recharged like the plasma/sonic osciallator, or reloaded from base stocks WITHOUT dumping their remaining ammo. The HWP and CRAFT Gauss weapons have allways been a thorn in everyones side regardless of whether it was a programmers "shortcut" or not. While I can understand the soldiers getting a new clip, the bug with the Heavy Gauss stuff is inexcusable!!! Sometimes I get the feeling that one of the programmers who was at work on this had dyslexia rather than used a shortcut.....I say this because I fixed a graphics problem with one of Daishevas editors a while back, the Battleship and Dreadnought were different in the USOPEDIA than those that were seen in the interception screen(images were reversed). I would STILL very much like the "arming error" problem fixed or at least someone tell me where to go and what to do in hex and fix it myself (if possible) if they don't have the time to fix it properly. I have been waiting for it to be "fixed" for years and yet no one seems to know how. While it may have been a shortcut at the time, it was obviously NEVER corrected or rectified in any manner. As I stated before, ALL other craft weapons including the HWP platforms never had any problems like this before. For me its the "little stuff" like the Guass arming bug and the inability to produce the Ion Beam Accelerators after researching them that really bring the game down.
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I have read the "bug faq" and there is nothing concerning these bugs that I have seen. There have been a post or two on these subjects, but no one knows of any updates or fixes. I have waited for years for a programmer to fix these, but to no avail. The bugs that really bother me about this game are the ones that were never corrected. There is a "arming bug" with the HWP Gauss and the Craft Gauss (not Gas) cannon. There is also a minor glitch with researching Ion Beam Accelerators. The large Gauss class weapons (HWP and Craft Gauss) will dump ALL their ammo (even if only one shot was fired!!!) when returning to base, leaving you with....nothing!!! This was NEVER a problem in UFO. The arming hard code for these weapons has always pointed to the wrong thing in TFTD....namely the same algorithm used for handheld weapons(if I am right). It would be appreciated if this was fixed. Trying to make these weapons into something "useful" with a program that changes the values in the geoscape.exe Does NOT Work. The other supremely irritating bug is the Ion Beam Accelerators R&D bug, users of other platforms such as the X-box will not stumble on this error as it has been fixed, but for those of us with a PC, researching the "Ion Beam Accelerator" topic will not yield the ability to manufacture the item (as in U.F.O). The programmers here have done a really good job with other bugs such as large transfers, yet I am mystified why these bugs which have existed since this games release have NOT been fixed :: . I may be speaking for myself, but I would consider it a great service to those of us who really enjoy this game, for anyone to put an end to these rather old and rediculous bugs that really should have been fixed years ago.
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I have noticed that there a post here that contains a program that will extract and pack Sounds for Xcom1 ( works well). There is also another post which tells how to use cooledit to open xcom1 sounds ( also works well). Does anybody here know of something that can be used to do the same with TFTD sounds??. There is no tool available, and I tried opening the sound file(s) I found in TFTD with cool edit with NO success. Is there any way to get at the sound effects in these files??? Thanks Much
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Thanks for the info on the sound. I was going to rework the sounds in the opening title sequence to include the best sound effects of both 1.2 and 1.4 such as the gun click loading sound when you see a hand taking a rifle off the weapons rack. There are sounds like this which exist in the 1.2 which are not in 1.4 and vice versa. The Ufoint.fli file under the Ufointro directory (Note: can be played by a seperate program by itself) contains the introductory cinematic, but I can't figure out how to get the sounds to match up to the movie....The the sounds themselves are in the sample 3 file.
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Thanks for the heads up on how to find the last alien. I have played more than one multi level ship scenario in which (usually only one) alien or terror units (especially the Bio drone units) get spawned inside a wall or inaccessable area (wish I would have saved a screen shot.....sorry). Thanks to this tip I can see if I truly missed something or I can see if it is an internal game screw up where a bug is spawned where I can't get to it.
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This is a good place to put this fix.....For those of us that are observant, (and a little nitpicky) This file replaces the interception screen which shows the wrong images of the "Battleship"(Ufo Terror Ship) and the "Fleet Supply Ship" **The interception screen images that comes with the the game are reversed as opposed to the ones in the Usopaedia** All thanks go to Daishiva's Editors for making it possible. INTERWIN.rar Should work on ALL versions both Dos and Windows.
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If it were not for the "arming error" bug with the Gauss HWP and Craft Gauss you could do the same with them, unfortunately no one has figured out how to correct the mistake(s) in the Geoscape.exe so you can't .
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For those such as myself, nothing will do except a total re-work of the Technology Tree....Preferably in an editor style format to correct the small, but extremely irritating blunders such as the Ion-Beam Accelerator bug ( cant manufacture after completing research even though your supposed to be able to goes with other errors that need to be fixed, like the Gauss HWP and Craft weapon arming errors(for BOTH Dos and Windows) ). An editor/modification tool is the only way I can see for all these problems to be corrected for the tek tree. There has been some talk about doing some simple work-arounds in the savegame files for a quick fix, but these errors REALLY need to be killed in the geoscape.exe...... I for one would have been happy to have had the much simpler tree from the 1st game. I think Scott Jones mentioned in a couple of his "readme" files included with his utilities that he might be looking into an editor maybe in the future for inclusion in his tools(Thank GOD), until that time were stuck with this confusing (and buggy) mess of a tech tree .
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You can always edit the Obdata.dat to where the hand held weapons (but not the Craft Weapons or HWP Platforms) to require no ammo, thus simulating the old 1st games lasers. Then of course, all you have to do is put in a quick explanation of what is going on in the English.dat file.
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I have recently converted the old DOS 1.2 Geoscape sounds for the DOS 1.4 version. Again I don't know if it will work with the Windows CE/GOLD versions. Sample.rar As with the Sample2.cat battlescape sounds I tried to eliminate the background "hiss" as best as I could with Cooledit.
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I have taken the liberty of using Quantifiers programs and Cooledit to go ahead and convert ALL the old 1.2 X-com sound effects over to that of 1.4. I doubt if there will be any problems on the DOS 1.4 versions but there might be problems with using this file on the Windows CE version (these are only the sound effects from the battlescape by the way) Sample2.rar I have taken another liberty or two by doing a couple of things with the sounds to make them a bit more tolerable. 1 Increased the amplitude by @10 db 2 Used Cooledits "hiss" reduction utility to minimize the background noise caused by converting old 8000hz 1.2 sounds over to 11025 1.4 sounds ***all credit goes to Quantifier for this. Without his programs I wouldn't have been able to extract or glue the sounds together***
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HANG ON!!! There it goes !!! I was wrong.... ( not suprising) The glue program is just being particularly cranky and particular as to where it and the wav files are located at. The wavs HAVE to be under the \ufo\SOUND folder in a seperate folder called Ripped. Also, the "glue" program HAS to be located in the "sound" folder itself (no other) in order for it to work..... This was just a tad confusing.....sorry about that .
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Well, lets see, I'll start off with the basics: I have Win98 with a P3@800Mhz. The message I am getting is; missing file: ripped\rip01.wav Yes, its the same message every time. The sound files(s) I have are located under a folder named "Ripped" on the D drive. The "Ripped" folder is not under any other folder The .wav files themselves are named Rip01.wav-Rip55.wav. All of the renamed rip wav files are taken from your download here at this forum. Like I said, for some reason, the "glue" program is looking for a file with the full ripped\ripxx.wav name by the looks of it. It isn't simply looking for a file with the name rippedxx.wav or ripxx.wav. As far as I can tell, the file(s) it is looking for has to be named ripped\ripxx.wav.....which is impossible. I have to admit, it doesn't make any sense why it would have this problem on one computer but not another.
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I think I have found the problem. My computer is telling me- missing file:ripped\ripxx.wav. After trying to put my ripxx.wav files under a "ripped" folder, it still gave me that message even though I had all the sound files renamed to ripxx-rip55. It eventually dawned on me that the program is looking for a wavefile with the entire heading ripped\ripxx.wav which is impossible. The slash \ variable is impossible to put into a file when renaming it. I tried to simply take out the variable "ripped\" by hex editing, so that it would recognize my ripxx files, but the program crashed. If you would, rework the program and take out the "ripped\" and it will probably work.
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Well, you have almost got it. I tried the "glue" program in conjunction with your sound files. After it made the sample2.new file, I renamed it to sample2.cat and copied it over to my DOS UFO 1.4 sound file. I am getting sounds all over in the wrong places . Snake slithering sounds/heavy gunshots if I press new or load game. In the tactical screen I am lucky to get any effects at all. I tried to take a look for file comparison with my hex editor to see if I could figure out what is going on, but the sample2.new file is blank!!! Weird.....I know somethings there, it reads to be about 400+kb....but all my editor is reading is a bunch of 0's oh well. I figure the Toc/offsets aren't right.