RELEASE: SageXCOM Mod b.0041

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Hoplomachia
Posts: 63
Joined: Sat Dec 02, 2006 9:52 pm
Location: Denmark

RE: RELEASE: SageXCOM Mod b.002

Post by Hoplomachia »

Great mod. Thx all.

Leonidas

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LarkinVB
Posts: 1501
Joined: Tue Oct 09, 2001 8:00 am
Location: Germany
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RE: RELEASE: SageXCOM Mod b.002

Post by LarkinVB »

I would be great if you can use an installer with your mod. Even better the installer has checkboxes for options to install. Not everyone wants all modifications you did - but some. Installer with options would be a perfect solution.

Btw I'm one of the modders of Dawn of War artificial intelligence so I know what I'm talking about. We use an installer with options [;)]

Great job guys !
PhoenixD
Posts: 72
Joined: Sun May 06, 2007 11:00 pm

RE: RELEASE: SageXCOM Mod b.004

Post by PhoenixD »

..what the heck was THAT? :)
jay_clark
Posts: 1
Joined: Thu May 10, 2007 4:06 pm

RE: RELEASE: SageXCOM Mod b.004

Post by jay_clark »

I had a list of a whole bunch of things that this game needed fixed.  Wouldn't you know that this Mod has taken care of them.  Thank you!!!
PhoenixD
Posts: 72
Joined: Sun May 06, 2007 11:00 pm

RE: RELEASE: SageXCOM Mod b.004

Post by PhoenixD »

There's a small bug with b.004- a line in data/base/sectiontroopers.xscr that should not be commented out was. He's a fixed file.

To install:
Download.
Remove the .txt at the end of the file (Matrix Games doesn't allow uploading .xscr files)
Paste it into UFO ET/Data/Bases, replacing the existing file.
Attachments
sectiontroopers.xscr.txt
(147.47 KiB) Downloaded 90 times
sage
Posts: 204
Joined: Wed Aug 04, 2004 11:57 pm

RE: RELEASE: SageXCOM Mod b.004

Post by sage »

Fudge, I fixed it, but didn't fix the archive. I will this evening.

ORIGINAL: PhoenixD

There's a small bug with b.004- a line in data/base/sectiontroopers.xscr that should not be commented out was. He's a fixed file.

To install:
Download.
Remove the .txt at the end of the file (Matrix Games doesn't allow uploading .xscr files)
Paste it into UFO ET/Data/Bases, replacing the existing file.
JHAYES3489
Posts: 23
Joined: Mon May 07, 2007 8:01 pm

RE: RELEASE: SageXCOM Mod b.004

Post by JHAYES3489 »

I HAVEN'T SEEN IT ADDRESSED YET, I COULD BE WRONG. BUT I WAS PLAYING YOUR B.003 MOD LAST NIGHT AND NOTICED THE ALIENS FIRING AT ME FROM INSIDE THEIR SHIP, WITH THE DOORS CLOSED.

EX: MY RECON GUYS FIND THE UFO, AND ARE RUNNING AROUND THE PERIMETER OF THE UFO TOWARD THE DOOR AND RUN OUT OF TIME UNITS BEFORE REACHING IT. DURING THE ALIEN'S TURN, THEY HAVE BEEN SHOOTING AT ME AND HITTING THE INSIDE OF THEIR SHIP AS THOUGH THEY DON'T KNOW THE WALL IS THERE.

ANYONE ELSE SEEN THIS? I THOUGHT MAYBE IT HAD SOMETHING TO DO WITH THE MODIFIED CODE FOR SHOOTING AT AN ALIEN THAT'S BEHIND AN OBJECT.

PhoenixD
Posts: 72
Joined: Sun May 06, 2007 11:00 pm

RE: RELEASE: SageXCOM Mod b.004

Post by PhoenixD »

That'd be the shooting code, yes. Its fixed in b.003+
sage
Posts: 204
Joined: Wed Aug 04, 2004 11:57 pm

RE: RELEASE: SageXCOM Mod b.004

Post by sage »

Download updated w/ .0041 to fix crash bug.
DrAtomic
Posts: 11
Joined: Fri May 04, 2007 9:24 am

RE: RELEASE: SageXCOM Mod b.004

Post by DrAtomic »

Your download key for the requested file is invalid. Download keys are only valid for 48 hours. Once your download is complete, the key is no longer valid. Keys are also only valid for the original server.

Additionally this error may be caused because the file was not found on the server.

If you need help starting your download, please contact FileFront support.

Download is failing.. sadly... :(

For the record I hate mods, but your mod doesn't read like it's a mod but reads like it's a community based patch. Awesome job keep up the great work!
sage
Posts: 204
Joined: Wed Aug 04, 2004 11:57 pm

RE: RELEASE: SageXCOM Mod b.004

Post by sage »

Can you try again on the d/l? It worked for me just now.

ORIGINAL: DrAtomic

Your download key for the requested file is invalid. Download keys are only valid for 48 hours. Once your download is complete, the key is no longer valid. Keys are also only valid for the original server.

Additionally this error may be caused because the file was not found on the server.

If you need help starting your download, please contact FileFront support.

Download is failing.. sadly... :(

For the record I hate mods, but your mod doesn't read like it's a mod but reads like it's a community based patch. Awesome job keep up the great work!
DrAtomic
Posts: 11
Joined: Fri May 04, 2007 9:24 am

RE: RELEASE: SageXCOM Mod b.004

Post by DrAtomic »

ORIGINAL: sage

Can you try again on the d/l? It worked for me just now.

It's working now (I also cleared my IE cache just to be sure, maybe I was too fast or something), anyway it's fixed! Thx for all the good work!

Ps. do you also include the updated mods of the mods you added in, such as the hotkey mod now having save and load shortcuts; see: http://www.ufo-extraterrestrials.com/fo ... php?t=1661 ?
PhoenixD
Posts: 72
Joined: Sun May 06, 2007 11:00 pm

RE: RELEASE: SageXCOM Mod b.004

Post by PhoenixD »

Some yes, some no. The hotkey mod has been updated, and so has the inventory AP mod. All depends if we see the update before we do the upload, and if we like the changes. :)
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Zakouski
Posts: 30
Joined: Fri Feb 09, 2007 4:25 pm
Location: Good old Europe
Contact:

RE: RELEASE: SageXCOM Mod b.004

Post by Zakouski »

great mod !! the zoom-unzoom feature is a must have. [&o]

and the game itself is much better now. Congrats.[8D]
voteslave
Posts: 17
Joined: Sun Dec 18, 2005 2:26 pm

RE: RELEASE: SageXCOM Mod b.004

Post by voteslave »

Hi

GREAT mod (or mods) - makes a big difference.
Actually what you guys have done is more like a patch :)

Anyway, i have played several missions with the mod and all worked fine however i now get a crash when equiping a character for a mission. It seems to be when i add some laser rifle ammo to a guy (i already have two guys with laser rifles so its odd its happened now) - i don't know that its necessarily a mod problem but the error text is as follows:

Console started
UFO:Extraterrestrials game engine v 1.0 - Apr 13 2007, 07:21:09
Initializing filesys
[00:00:00.000] Creating main window
[00:00:00.006] Switching console to window output
[00:00:00.006] Loading configuration from data\ufo-et.ini
[00:00:00.007] Initializing events
[00:00:00.007] Initializing graphics
[00:00:00.017] Vertex shader version: 3.0
[00:00:00.017] Pixel shader version: 3.0
[00:00:00.017] Antialiasing enabled - Samples: 2, Quality: 0
[00:00:00.097] HLSL shader 'shaders\atm.fxs' is using technique: TAtmosphere14 (Passes: 1)
[00:00:00.099] HLSL shader 'shaders\bullet.fxs' is using technique: T0 (Passes: 1)
[00:00:00.117] HLSL shader 'shaders\earth.fxs' is using technique: TEarth20 (Passes: 1)
[00:00:00.119] HLSL shader 'shaders\fire.fxs' is using technique: T0 (Passes: 1)
[00:00:00.146] HLSL shader 'shaders\instancing.fxs' is using technique: TInstancing11 (Passes: 1)
[00:00:00.184] HLSL shader 'shaders\planet.fxs' is using technique: TEsperanzaStates20 (Passes: 1)
[00:00:00.218] HLSL shader 'shaders\planetselect.fxs' is using technique: TEsperanzaSelect20 (Passes: 1)
[00:00:00.225] HLSL shader 'shaders\tree.fxs' is using technique: T0 (Passes: 1)
[00:00:00.225] Pixel shaders loaded: 1
[00:00:00.225] Vertex shaders loaded: 1
[00:00:00.225] Effect shaders loaded: 8
[00:00:00.227] Switching console to graphic output
[00:00:00.228] Initializing input
[00:00:00.247] Initializing scripts
[00:00:02.919] Version EN-20070418
[00:00:03.291] Loaded texture set: nodxtc (2)
[00:00:03.600] Loaded texture set: globe (15)
[00:00:04.524] Initialization done
[00:00:18.124] Loading game, slot1
[00:00:23.887] 19.February 2108 Game started
[00:00:27.518] Calling resize!
[00:00:27.553] Resize called!
[00:00:46.596] 19.February 2108 M5A1 Rifle (LASER) produced.
[00:01:05.659] startDrag::Invalid class.
[00:01:05.659] PreMissionRegisterItem (premissioninventory.xscr 784:34)
PreMissionItemOnDrag (premissioninventory.xscr 689:35)

[00:01:05.659] Int values:1
Float values:2
String values:4
Bool values:2
Object values:3
List values:1
Null values:0

[00:01:05.667] Waiting for sounds to stop playing
[00:01:06.205] Done waiting for messages.
[00:01:06.618] scripts done
[00:01:06.633] Switching console to window output
[00:01:06.656] graphics done
[00:01:06.658] input done
[00:01:06.658] event done
[00:01:06.658] Exiting with error



ALSO
I'm not sure about this but what tech do you need to research medikits? I thought it was 'Larvae' but i seemed to get it after researching Laser (or laser rifle).

thanks

keep up the good work
Wisdom
Posts: 2
Joined: Fri May 11, 2007 2:37 pm

RE: RELEASE: SageXCOM Mod b.004

Post by Wisdom »

I've been using this mod since the first release and its been great.  But with the .41 version I keep crashing when selecting a troop to load or unload onto a transport.  I've done a clean install of the game followed by the mod; and the crashes dont occur until after I have made a number of inventory changes for troop loadout.  In other words, a brand new game without making inventory changes does not crash, but after making the changes, things go south.  Here is the message:
 
Initializing filesys
[00:00:00.000] Creating main window
[00:00:00.005] Switching console to window output
[00:00:00.005] Loading configuration from data\ufo-et.ini
[00:00:00.006] Initializing events
[00:00:00.006] Initializing graphics
[00:00:00.016] Vertex shader version: 3.0
[00:00:00.016] Pixel shader version: 3.0
[00:00:00.024] Antialiasing enabled - Samples: 8, Quality: 2
[00:00:00.473] HLSL shader 'shaders\atm.fxs' is using technique: TAtmosphere14 (Passes: 1)
[00:00:00.475] HLSL shader 'shaders\bullet.fxs' is using technique: T0 (Passes: 1)
[00:00:00.526] HLSL shader 'shaders\earth.fxs' is using technique: TEarth20 (Passes: 1)
[00:00:00.527] HLSL shader 'shaders\fire.fxs' is using technique: T0 (Passes: 1)
[00:00:00.607] HLSL shader 'shaders\instancing.fxs' is using technique: TInstancing11 (Passes: 1)
[00:00:00.630] HLSL shader 'shaders\planet.fxs' is using technique: TEsperanzaStates20 (Passes: 1)
[00:00:00.657] HLSL shader 'shaders\planetselect.fxs' is using technique: TEsperanzaSelect20 (Passes: 1)
[00:00:00.663] HLSL shader 'shaders\tree.fxs' is using technique: T0 (Passes: 1)
[00:00:00.663] Pixel shaders loaded: 1
[00:00:00.663] Vertex shaders loaded: 1
[00:00:00.663] Effect shaders loaded: 8
[00:00:00.663] Switching console to graphic output
[00:00:00.665] Initializing input
[00:00:00.693] Initializing scripts
[00:00:02.480] Version EN-20070418
[00:00:04.457] Loaded texture set: nodxtc (2)
[00:00:04.614] Loaded texture set: globe (15)
[00:00:04.763] Initialization done
[00:00:11.141] 15.January 2108 Game started
[00:00:37.923] Saving game, slot0
[00:00:41.141] Saving game, slot1
[00:00:48.757] Saving game, slot2
[00:00:53.612] Saving game, slot3
[00:00:57.594] Saving game, slot4
[00:01:12.001] Going to verbose mode
[00:01:12.471] Going to silent mode
[00:01:51.209] 15.January 2108 Game started
[00:02:20.869] 15.January 2108 Game started
[00:02:50.648] 15.January 2108 Game started
[00:03:29.798] 15.January 2108 Game started
[00:03:59.286] Saving game, slot0
[00:04:05.494] 15.January 2108 Game started
[00:04:23.700] 15.January 2108 Game started
[00:04:41.493] Saving game, slot0
[00:05:06.846] Loading game, slot0
[00:05:08.448] 15.January 2108 Game started
[00:05:35.530] 15.January 2108 Game started
[00:06:01.228] 15.January 2108 Game started
[00:06:25.936] 15.January 2108 Game started
[00:06:50.070] 15.January 2108 Game started
[00:07:19.827] Saving game, slot0
[00:07:22.772] Saving game, slot1
[00:08:46.332] Saving game, slot1
[00:08:56.643] Rect is 0.000000 1.000000 1.000000 2.000000
[00:08:58.887] Rect is 1.000000 0.000000 2.000000 1.000000
[00:08:59.492] Rect is 0.000000 1.000000 1.000000 2.000000
[00:09:01.278] Rect is 2.000000 0.000000 3.000000 1.000000
[00:09:21.853] Rect is 1.000000 0.000000 2.000000 1.000000
[00:09:26.212] Rect is 1.000000 0.000000 2.000000 1.000000
[00:09:30.120] Rect is 1.000000 0.000000 2.000000 1.000000
[00:09:37.238] Rect is 1.000000 0.000000 2.000000 1.000000
[00:09:39.781] Rect is 0.000000 1.000000 1.000000 2.000000
[00:09:41.421] Rect is 1.000000 0.000000 2.000000 1.000000
[00:09:45.216] Rect is 1.000000 0.000000 2.000000 1.000000
[00:09:49.255] Rect is 1.000000 0.000000 2.000000 1.000000
[00:11:17.539] Rect is 1.000000 0.000000 2.000000 1.000000
[00:11:21.461] Rect is 0.000000 1.000000 1.000000 2.000000
[00:11:23.682] Rect is 1.000000 0.000000 2.000000 1.000000
[00:11:28.340] Rect is 0.000000 1.000000 1.000000 2.000000
[00:11:30.355] Rect is 1.000000 0.000000 2.000000 1.000000
[00:11:32.556] Rect is 2.000000 0.000000 3.000000 1.000000
[00:11:37.092] Rect is 0.000000 1.000000 1.000000 2.000000
[00:11:38.902] Rect is 1.000000 0.000000 2.000000 1.000000
[00:11:40.908] Rect is 1.000000 0.000000 2.000000 1.000000
[00:11:45.443] Rect is 2.000000 0.000000 3.000000 1.000000
[00:11:51.462] Rect is 2.000000 0.000000 3.000000 1.000000
[00:11:52.517] Rect is 0.000000 1.000000 1.000000 2.000000
[00:11:54.238] Rect is 1.000000 0.000000 2.000000 1.000000
[00:12:19.238] Rect is 2.000000 0.000000 3.000000 1.000000
[00:12:20.535] Rect is 0.000000 1.000000 1.000000 2.000000
[00:12:22.349] Rect is 1.000000 0.000000 2.000000 1.000000
[00:13:30.762] Rect is 0.000000 0.000000 1.000000 1.000000
[00:13:35.433] Rect is 0.000000 0.000000 3.000000 1.000000
[00:13:38.624] Rect is 0.000000 1.000000 3.000000 2.000000
[00:13:40.521] Rect is 0.000000 2.000000 3.000000 3.000000
[00:13:47.604] Rect is 0.000000 0.000000 1.000000 1.000000
[00:13:51.852] Rect is 2.000000 0.000000 3.000000 1.000000
[00:15:31.464] Rect is 2.000000 0.000000 3.000000 1.000000
[00:15:38.213] Object is null
[00:15:38.214]     getTransportSpace (base\sectiontroopers.xscr 2963:33)
    showPlacementUnitForm (base\sectiontroopers.xscr 2658:38)
    SoldierAllocationButtonOnClick (base\sectiontroopers.xscr 1276:26)
 
 
voteslave
Posts: 17
Joined: Sun Dec 18, 2005 2:26 pm

RE: RELEASE: SageXCOM Mod b.004

Post by voteslave »

it only errors in the equip section as part of an intercept - if i equip through the base screen all is fine
sage
Posts: 204
Joined: Wed Aug 04, 2004 11:57 pm

RE: RELEASE: SageXCOM Mod b.004

Post by sage »

Hmm... I haven't seen this yet. I will look into this. I wonder what we would have done to cause this. Let me think.
ORIGINAL: voteslave

it only errors in the equip section as part of an intercept - if i equip through the base screen all is fine
sage
Posts: 204
Joined: Wed Aug 04, 2004 11:57 pm

RE: RELEASE: SageXCOM Mod b.004

Post by sage »

Do you see this at the *base* screen, or only as a part of the *intercept*?
ORIGINAL: Wisdom

I've been using this mod since the first release and its been great.  But with the .41 version I keep crashing when selecting a troop to load or unload onto a transport.  I've done a clean install of the game followed by the mod; and the crashes dont occur until after I have made a number of inventory changes for troop loadout.  In other words, a brand new game without making inventory changes does not crash, but after making the changes, things go south.  Here is the message:

User avatar
carnifex
Posts: 1294
Joined: Mon Jul 01, 2002 8:47 pm
Location: Latitude 40° 48' 43N Longtitude 74° 7' 29W

RE: RELEASE: SageXCOM Mod b.004

Post by carnifex »

The grenade mechanic needs to be changed because it's cumbersome at best. Place the rifle on the ground? If the game doesn't allow you to shoulder the weapon or hold it in one hand than this "realism" should be sacrificed for the sake of playability.
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