RE: RELEASE: SageXCOM Mod b.004 (Full Version)

All Forums >> [Current Games From Matrix.] >> [Discontinued Games] >> UFO: Extraterrestrials >> Mods and Tweaks



Message


sage -> RE: RELEASE: SageXCOM Mod b.004 (5/10/2007 9:51:48 PM)

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


quote:

ORIGINAL: DrAtomic


quote:

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 Once your download is complete, the key is no longer valid.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 -> RE: RELEASE: SageXCOM Mod b.004 (5/10/2007 9:59:24 PM)

quote:

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/forum/viewtopic.php?t=1661 ?




PhoenixD -> RE: RELEASE: SageXCOM Mod b.004 (5/10/2007 10:02:44 PM)

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. :)




Zakouski -> RE: RELEASE: SageXCOM Mod b.004 (5/11/2007 2:24:30 PM)

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

and the game itself is much better now. Congrats.[8D]




voteslave -> RE: RELEASE: SageXCOM Mod b.004 (5/11/2007 3:38:18 PM)

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 -> RE: RELEASE: SageXCOM Mod b.004 (5/11/2007 5:45:07 PM)

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 -> RE: RELEASE: SageXCOM Mod b.004 (5/11/2007 5:49:40 PM)

it only errors in the equip section as part of an intercept - if i equip through the base screen all is fine




sage -> RE: RELEASE: SageXCOM Mod b.004 (5/11/2007 8:38:22 PM)

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.

quote:

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 -> RE: RELEASE: SageXCOM Mod b.004 (5/11/2007 8:39:15 PM)

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

quote:

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:







carnifex -> RE: RELEASE: SageXCOM Mod b.004 (5/11/2007 9:15:54 PM)

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.




PhoenixD -> RE: RELEASE: SageXCOM Mod b.004 (5/11/2007 9:58:59 PM)

We're working on that. :P The current plan is to have severely degraded accuracy with something else in hand. I do like the current mechanic's way of boosting the usefulness of Pistols, though.




Erik Rutins -> RE: RELEASE: SageXCOM Mod b.004 (5/11/2007 11:00:05 PM)

Perhaps allow a grenade to be equipped together with a rifle/shotgun, but significantly increase the AP cost of throwing the grenade to reflect slinging the rifle or setting it aside to pull the pin and ready the grenade? I agree with some accuracy penalty, but it shouldn't be terrible - a person can still throw pretty well while holding a rifle in one hand.




PhoenixD -> RE: RELEASE: SageXCOM Mod b.004 (5/11/2007 11:07:42 PM)

I meant accuracy for firing the rifle, actually.

Wisdom, voteslave: what version did the error start with? It sounds like its related..




SlapBone -> RE: RELEASE: SageXCOM Mod b.004 (5/11/2007 11:09:31 PM)


quote:

ORIGINAL: Erik Rutins

Perhaps allow a grenade to be equipped together with a rifle/shotgun, but significantly increase the AP cost of throwing the grenade to reflect slinging the rifle or setting it aside to pull the pin and ready the grenade? I agree with some accuracy penalty, but it shouldn't be terrible - a person can still throw pretty well while holding a rifle in one hand.


I would agree with the AP cost but not the loss in accuracy (for the very reason you outlined). No soldier in history would ever have slung his rifle to two-hand a grenade.




sage -> RE: RELEASE: SageXCOM Mod b.004 (5/11/2007 11:32:23 PM)

You ever try to pull a grenade pin out with your teeth? [:D]

I agree that the current solution for rifles is hacky -- like I said, I do have mixed feelings about it. We'll work on something that is more elegant.

quote:


I would agree with the AP cost but not the loss in accuracy (for the very reason you outlined). No soldier in history would ever have slung his rifle to two-hand a grenade.






voteslave -> RE: RELEASE: SageXCOM Mod b.004 (5/11/2007 11:56:57 PM)


quote:

ORIGINAL: PhoenixD
Wisdom, voteslave: what version did the error start with? It sounds like its related..


i think it was after 0.4 but with the manual edit (deleted a couple of // i think)




SlapBone -> RE: RELEASE: SageXCOM Mod b.004 (5/12/2007 12:34:25 AM)


quote:

ORIGINAL: sage

You ever try to pull a grenade pin out with your teeth? [:D]



Which counts against the AP, but once the grenade (sans pin) is in the throwing hand, the guy is going to throw it as well as he ever could. He's definitely not going to stop, open up his pack, put his rifle in his pack (or on the ground), pull out the grenade, pull the pin, and then throw it...unless,you know, the alien stops to laugh his ass off.

Most common practice (military can correct me if I'm wrong), seems like it would be to tuck the rifle in the armpit, use the off hand to pull the pin, and then throw it...ok maybe I would sling it real quick, but not drop it on the ground.

I'm using the mod, so my bitch is that I want my left hand back, even if I take a hit on accuracy with the rifle while a grenade is in my hand. I don't mind going into the pack, putting a grenade in my hand, and then throwing it. I just hate having to move the rifle to do it. I'm not going to keep a grenade in my hand the whole time. Just when I want to throw one.

I haven't checked, are you guys charging less AP to grab from the belt and the shoulders than you are from the pack?

Anyway, good job on the mod. I have just this one bitch, but it almost made me mad enough to go back to Vanilla.




sage -> RE: RELEASE: SageXCOM Mod b.004 (5/12/2007 12:38:15 AM)

AP costs are detailed in the readme.

You can easily reset the 2h value for rifle type weapons in scripts\test\config.xscr change twohands from 'true' to 'false' for each weapon you want change.


quote:

ORIGINAL: SlapBone


quote:

ORIGINAL: sage

You ever try to pull a grenade pin out with your teeth? [:D]



Which counts against the AP, but once the grenade (sans pin) is in the throwing hand, the guy is going to throw it as well as he ever could. He's definitely not going to stop, open up his pack, put his rifle in his pack (or on the ground), pull out the grenade, pull the pin, and then throw it...unless,you know, the alien stops to laugh his ass off.

Most common practice (military can correct me if I'm wrong), seems like it would be to tuck the rifle in the armpit, use the off hand to pull the pin, and then throw it...ok maybe I would sling it real quick, but not drop it on the ground.

I'm using the mod, so my bitch is that I want my left hand back, even if I take a hit on accuracy with the rifle while a grenade is in my hand. I don't mind going into the pack, putting a grenade in my hand, and then throwing it. I just hate having to move the rifle to do it. I'm not going to keep a grenade in my hand the whole time. Just when I want to throw one.

I haven't checked, are you guys charging less AP to grab from the belt and the shoulders than you are from the pack?

Anyway, good job on the mod. I have just this one bitch, but it almost made me mad enough to go back to Vanilla.






SlapBone -> RE: RELEASE: SageXCOM Mod b.004 (5/12/2007 12:47:57 AM)


quote:

ORIGINAL: sage

AP costs are detailed in the readme.

You can easily reset the 2h value for rifle type weapons in scripts\test\config.xscr change twohands from 'true' to 'false' for each weapon you want change.




Oh, I see where the problem is now. I hope the tone of my posts were not too overbearing. You guys are really doing an awesome job.




Wisdom -> RE: RELEASE: SageXCOM Mod b.004 (5/12/2007 1:42:44 AM)

I see this both at the base and the intercept screen. I had been using the second version of your release fine; skipped #3 (was there one?) and loaded 4 and 4.1 back to back. Problem started with 4.1 or 4, far as I can tell. I've tried clean install twice. Get the same error message every time; and only after futzing with inventory for a bit, hiring another squaddie and then saving the game. After doing these things, then clicking on a squaddie to remove him from a transport, I get the crash.




PhoenixD -> RE: RELEASE: SageXCOM Mod b.004 (5/12/2007 2:22:08 AM)

Hmm. Might be related to the inventory changes I made, might not. Does it happen if you refrain from hiring anyone?




sage -> RE: RELEASE: SageXCOM Mod b.004 (5/12/2007 8:39:58 AM)

No it's all good -- strong opinions are still good opinions! And I agree that this is the optimum system.

quote:

ORIGINAL: SlapBone



Oh, I see where the problem is now. I hope the tone of my posts were not too overbearing. You guys are really doing an awesome job.






Bolka -> RE: RELEASE: SageXCOM Mod b.004 (5/12/2007 5:10:37 PM)

Download not working...





DrAtomic -> RE: RELEASE: SageXCOM Mod b.004 (5/12/2007 5:20:20 PM)


quote:

ORIGINAL: Bolka

Download not working...



Clear your browser cache and then try again, that worked for me.

Ps. is their a way to revert the changes in ranks and weapon names back? Esp. the new heavy laser name is a pain (can't even see how much ammo I've got in stock cept for going into buy/sell).




Bolka -> RE: RELEASE: SageXCOM Mod b.004 (5/12/2007 5:35:55 PM)

I cleared all I could in every way I could think of, it still doesn't work. Either download fails, or key revoked




Bolka -> RE: RELEASE: SageXCOM Mod b.004 (5/12/2007 9:05:10 PM)

 Could someone put this file somewhere it can be downloaded?
I am dying to play this mod, it sounds like it has all this game was missing....




DrAtomic -> RE: RELEASE: SageXCOM Mod b.004 (5/12/2007 9:58:44 PM)

Try it from this link: http://hosted.filefront.com/jsage, or download the .4 version from there and manually add in the fix that makes it 0.41.




sage -> RE: RELEASE: SageXCOM Mod b.004 (5/12/2007 10:03:50 PM)


quote:

ORIGINAL: Bolka

I cleared all I could in every way I could think of, it still doesn't work. Either download fails, or key revoked


Yeah, apologies, filefront is pretty unreliable.




Bolka -> RE: RELEASE: SageXCOM Mod b.004 (5/13/2007 1:30:58 AM)


There's no way filefront will let me have a single bit of anything...




Bolka -> RE: RELEASE: SageXCOM Mod b.004 (5/13/2007 2:12:09 AM)


Well, I got it. Just opened about 12 windows and made many requests at the same time. One of them eventually got through...




Page: <<   < prev  1 [2] 3   next >   >>

Valid CSS!




Forum Software © ASPPlayground.NET Advanced Edition 2.4.5 ANSI
1.265625