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inquisiteur Sergeant first class


Joined: 16 May 2004 Posts: 194 Location: Geneva
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Posted: Sun Jun 24, 2007 9:17 pm Post subject: |
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ok downloading it, im gonna give a try later today.
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inquisiteur Sergeant first class


Joined: 16 May 2004 Posts: 194 Location: Geneva
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Posted: Sun Jun 24, 2007 9:50 pm Post subject: |
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well, unfortunatly i have several problem installing the mod.
I currently have a patched version with frankenmod installed.
First thing I tried to do was to put your stuff in my folder as mentionned in the readme file and launch the installer. As I was exepcting it may conflicted with franken mod ¨, below the report
Console started
UFO:Extraterrestrials game engine v 1.05 - May 30 2007, 09:28:28
Initializing filesys
[00:00:00.000] Creating main window
[00:00:00.007] Switching console to window output
[00:00:00.007] Loading configuration from data\ufo-et.ini
[00:00:00.008] Initializing events
[00:00:00.008] Initializing graphics
[00:00:00.013] Vertex shader version: 2.0
[00:00:00.013] Pixel shader version: 1.1
[00:00:00.013] Antialiasing disabled
[00:00:11.117] HLSL shader 'shaders\tree.fxs' is using technique: T0 (Passes: 1)
[00:00:11.182] HLSL shader 'shaders\planetselect.fxs' is using technique: TEsperanzaSelect11 (Passes: 3)
[00:00:11.222] HLSL shader 'shaders\earth.fxs' is using technique: TEarth11 (Passes: 1)
[00:00:11.262] HLSL shader 'shaders\instancing.fxs' is using technique: TInstancing11 (Passes: 1)
[00:00:11.335] HLSL shader 'shaders\planetn.fxs' is using technique: TEsperanzaStates11 (Passes: 2)
[00:00:11.337] HLSL shader 'shaders\bullet.fxs' is using technique: T0 (Passes: 1)
[00:00:11.338] HLSL shader 'shaders\fire.fxs' is using technique: T0 (Passes: 1)
[00:00:11.371] HLSL shader 'shaders\atm.fxs' is using technique: TAtmosphere11 (Passes: 1)
[00:00:11.447] HLSL shader 'shaders\planet.fxs' is using technique: TEsperanzaStates11 (Passes: 2)
[00:00:11.448] HLSL shader 'shaders\bullet.fxs' is using technique: T0 (Passes: 1)
[00:00:11.449] HLSL shader 'shaders\fire.fxs' is using technique: T0 (Passes: 1)
[00:00:11.459] HLSL shader 'shaders\tree.fxs' is using technique: T0 (Passes: 1)
[00:00:11.459] Pixel shaders loaded: 1
[00:00:11.459] Vertex shaders loaded: 1
[00:00:11.459] Effect shaders loaded: 9
[00:00:11.459] Switching console to graphic output
[00:00:11.461] Initializing input
[00:00:11.472] Initializing scripts
[00:00:13.967] Version EN-20070530
[00:00:14.438] Loaded texture set: nodxtc (2)
[00:00:14.763] Loaded texture set: globe (15)
[00:00:15.100] Initialization done
[00:00:15.113] TInputMouse::Deactivate: Deactivate called
[00:00:16.941] TInputMouse::Activate: Activate called
[00:00:16.941] TInputMouse::Activate: Unsuccesful
[00:00:16.941] TInputMouse::Deactivate: Deactivate called
[00:00:17.053] TInputMouse::Activate: Activate called
[00:00:17.953] Calling resize!
[00:00:17.960] CGraphic::Resize - failed to reset device, error:8876086c
[00:00:19.815] CTextureManager::RequestTexture - D3DERR_NOTAVAILABLE gui.new\options_main.tga
[00:00:19.825] CTextureManager::RequestTexture - D3DERR_NOTAVAILABLE arialBlack11_17.tga
[00:00:19.895] CTextureManager::RequestTexture - D3DERR_NOTAVAILABLE gui.new\bases\buttons\m_minus-off.tga
[00:00:19.896] CTextureManager::RequestTexture - D3DERR_NOTAVAILABLE gui.new\bases\buttons\m_minus-on.tga
[00:00:19.897] CTextureManager::RequestTexture - D3DERR_NOTAVAILABLE gui.new\bases\buttons\m_plus-off.tga
[00:00:19.897] CTextureManager::RequestTexture - D3DERR_NOTAVAILABLE gui.new\bases\buttons\m_plus-on.tga
[00:00:19.898] CTextureManager::RequestTexture - D3DERR_NOTAVAILABLE gui.new\full-border.tga
[00:00:19.898] CFormObjectGradualImage::AddImage - there was error during creation of image
[00:00:19.903] CTextureManager::RequestTexture - D3DERR_NOTAVAILABLE arial11.tga
[00:00:20.013] Object is null
[00:00:20.013] mainMenuSettings (gamedialogs.xscr 128:33)
[00:00:20.013] Int values:4
Float values:0
String values:5
Bool values:2
Object values:2
List values:1
Null values:1
[00:00:20.015] Waiting for sounds to stop playing
[00:00:20.552] Done waiting for messages.
[00:00:20.975] scripts done
[00:00:20.975] Switching console to window output
[00:00:20.997] graphics done
[00:00:20.999] input done
[00:00:20.999] event done
[00:00:20.999] Exiting with error
Then I erased the data folder and put the original one (patched) having frakenmod too. Then I took out the system.xbig and replaced it with the original one, but I seems that I need the "postpach" vanilla system.xbig, so with our without your mod I couldnt launch the game. - I had an error again.
Maybe somone can hand over a vanilla patched system.xbg ?
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Moriarty Colonel

Joined: 06 Jan 2006 Posts: 1728
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Posted: Sun Jun 24, 2007 11:36 pm Post subject: |
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I think those bugs are from a bad install. None of my stuff should be doing that.
You definately want a clean install. When i wrote that stuff no-one was using system.xbg files for their mods, so you could be assured of a clean instal by re-extracting the xbg.
You can get the patched system.xbg in the patch that is hosted by greycell (it only has 3 files in if memory serves, and one is that). No idea what the URL is, sorry.
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alexender00 Corporal first class


Joined: 12 May 2007 Posts: 84
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Posted: Mon Jun 25, 2007 5:07 am Post subject: |
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I've tried it and so far no real issues (except the promotion screen) but I'll check it more extansively and report back... Looking into creating a few customs saves that I can load to check quickly most of the standarts situations (i.e.: Terror, research completed, Prod completed, Victory (w/ or w/o promotions) and more complex like Alien Bases and CAF Base...) Anyway will report back soon.
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Moriarty Colonel

Joined: 06 Jan 2006 Posts: 1728
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Posted: Mon Jun 25, 2007 4:20 pm Post subject: |
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Thanks alexander. Unfortunately I'm a little busy for the next few days so I won't be able to get around to fixing those darned issues too soon. No hurry as such now.
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ripptide Rookie


Joined: 06 May 2007 Posts: 6
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Posted: Mon Jul 16, 2007 6:56 pm Post subject: |
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Unfortunately I'm getting a crash/error as well, and I have no other mods installed. As soon as I uninstall .09, game works fine again.
Console started
UFO:Extraterrestrials game engine v 1.05 - May 31 2007, 22:38:00
Initializing filesys
[00:00:00.000] Creating main window
[00:00:00.014] Switching console to window output
[00:00:00.014] Loading configuration from data\ufo-et.ini
[00:00:00.016] Initializing events
[00:00:00.016] Initializing graphics
[00:00:00.036] Vertex shader version: 3.0
[00:00:00.036] Pixel shader version: 3.0
[00:00:00.037] Antialiasing enabled - Samples: 4, Quality: 0
[00:00:00.177] HLSL shader 'shaders\atm.fxs' is using technique: TAtmosphere14 (Passes: 1)
[00:00:00.179] HLSL shader 'shaders\bullet.fxs' is using technique: T0 (Passes: 1)
[00:00:00.197] HLSL shader 'shaders\earth.fxs' is using technique: TEarth20 (Passes: 1)
[00:00:00.200] HLSL shader 'shaders\fire.fxs' is using technique: T0 (Passes: 1)
[00:00:00.225] HLSL shader 'shaders\instancing.fxs' is using technique: TInstancing11 (Passes: 1)
[00:00:00.261] HLSL shader 'shaders\planet.fxs' is using technique: TEsperanzaStates20 (Passes: 1)
[00:00:00.294] HLSL shader 'shaders\planetselect.fxs' is using technique: TEsperanzaSelect20 (Passes: 1)
[00:00:00.301] HLSL shader 'shaders\tree.fxs' is using technique: T0 (Passes: 1)
[00:00:00.301] Pixel shaders loaded: 1
[00:00:00.301] Vertex shaders loaded: 1
[00:00:00.301] Effect shaders loaded: 8
[00:00:00.301] Switching console to graphic output
[00:00:00.302] Initializing input
[00:00:00.311] Initializing scripts
[00:00:00.471] Duplicate command name checkVisionInternal (common.xscr 3005:3
[00:00:00.471] Int values:0
Float values:0
String values:0
Bool values:0
Object values:1
List values:0
Null values:0
[00:00:00.488] scripts done
[00:00:00.488] Switching console to window output
[00:00:00.569] graphics done
[00:00:00.574] input done
[00:00:00.574] event done
[00:00:00.574] Exiting with error
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Ratford Private

Joined: 07 Jul 2007 Posts: 8
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Posted: Mon Jul 16, 2007 8:45 pm Post subject: |
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@Moriarty
This Mod sounds great, but I changed some things in my game myselfe, nothing heavy but I like it this way
Now I want to add few of these things, but not all, because some things don’t sound _that_ great ^^
Could you tell me how I easily can indentify your changes within the files, to pick out what I need?
Would be awsome if you could tell me a prog or methode to deal with this.
late edit:
@emailwriting helper:
Thank you very much =)
Last edited by Ratford on Tue Jul 17, 2007 1:12 pm; edited 1 time in total |
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bman654 Lietunant

Joined: 09 May 2007 Posts: 451
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Posted: Mon Jul 16, 2007 11:25 pm Post subject: |
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| illegal youth wrote: i won't get into the details, rimmer would probably delete the post.
did my google search help find the new fan site?
if not, the only other clue i can give is to search this forum for "loki_racer"
or you can post an email for me to send you the link. |
oh I know the website. Your search told me which one it was. Thanks. I'm just mulling over the implications now. Best thing I can say right now is it saddens me that their fued turned into this and I also know who I believe was in the wrong.
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AJ Rimmer Bsc.Ssc. Colonel


Joined: 06 Jul 2006 Posts: 1032 Location: South Wales UK
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Posted: Tue Jul 17, 2007 9:00 am Post subject: |
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split the irrelevant,to be fair to others who want to use the thread.
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h0mbre Rookie

Joined: 20 Jul 2007 Posts: 7 Location: Guildford, England
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Posted: Sat Jul 21, 2007 11:57 am Post subject: |
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Thanks for a great mod!!
makes the game more enjoyable especially my missions now only takes only a fraction of what it used to!
However, there are afew things which I think did not work very well during my patching...such as:
# Shortcut buttons between reaserch, production and geoscape etc.. does not work.
# Production is still called Production and not Manufacturing
# Interrogation room still is called interrogation and not Alien Containment
Apart from that everythings else seems to be working as described. However these are the ones that I can see, so I'm not sure if there are others which does not work...
Any suggestions?
-=veni vidi vici=-
/h0mbre
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DanMorin Rookie

Joined: 07 Mar 2010 Posts: 1
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Posted: Sun Mar 07, 2010 10:50 pm Post subject: |
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Wow, this MOD sounds very cool. I really like the modification of the terror mission comes with an UFO.
The link www . savefile . com/files/752615 to download the mod does not work. If someone provides me a working link or a copy of the MOD, I will host it on my server so others can download it.
By the way, I found this page searching for the following question: Is it better to let the UFO land, or to intercept it? If we let the UFO land, the UFO is not damaged and we can recover/salvage the entire UFO. If we attack the UFO, then the UFO is damaged and some components are lost.
Thanks for having this forum.
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xeon Rookie

Joined: 05 Jul 2010 Posts: 1
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Posted: Mon Jul 05, 2010 6:08 pm Post subject: |
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Link dead.
Could someone provide a link to this mod??
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XMog Corporal

Joined: 28 Aug 2007 Posts: 43
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Posted: Wed Jul 14, 2010 5:09 pm Post subject: |
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Unfortunately I don't have a copy of this mod to upload. This mod is now three years old, and may not even work with patched versions of the game. It does look like BMan incorporated some of these changes into his mod. My recommendation is trying out BMan's/Coasty's mod. If you're interested, install patch2, BMan's mod 4.07, then the BMan multimedia pack. The files are available at ufo-scene.com (e.g. the mod is at http://www.ufo-scene.com/download.php?view.114).
Maybe someone else here has a copy of this one, but I wouldn't count on it. It's mostly deserted (as you can tell from the spam posts). You can try making a post on the other site as well, but they may end up making the same suggestion (to go with a more recent mod).
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