Hello, just wanted to say that while overwriting the XComgame.upk didn't help with my game (no idea why), patching it with PatcherGUI did, so if somebody has the same problem, try both things. Thank you so much for working on a fix so quickly.
Long War 3 Beta 12 Feedback
Started by
johnnylump
, Jun 30 2014 02:59 AM
994 replies to this topic
#161
Posted 30 June 2014 - 05:45 PM
#162
Posted 30 June 2014 - 05:45 PM
In response to post #16093825. #16093890, #16093945, #16093995, #16094110, #16094280, #16094510, #16094695, #16094940, #16095035, #16095185, #16095190 are all replies on the same post.
>> is it correct that we just need to download and replace the b12 upk with Neo's
Yes, although you may want to rename the Long War beta 12 XComGame.upk to something else just in case something goes wrong.
A fun fact : Johnnylump and I sync up our development versions by exchanging upks and then running UPKmodder in order to double-check that our modfiles are all the same. My Long War project currently has over 1250 modfiles in it, so synching up is very necessary. My typical process is to rename my package files (something like XComGame_Ami.upk) and then copy in JL's package file.
#163
Posted 30 June 2014 - 05:47 PM
You need to be sure you're replacing the correct XComGame.upk.
CORRECT location :
/XCom-Enemy-Unknown/XEW/XComGame/CookedPCConsole/
If you don't go into the XEW folder, then you're replacing the XCOM : Enemy Unknown package file, which won't have any effect on Enemy Within, and will break your Enemy Unknown game.
CORRECT location :
/XCom-Enemy-Unknown/XEW/XComGame/CookedPCConsole/
If you don't go into the XEW folder, then you're replacing the XCOM : Enemy Unknown package file, which won't have any effect on Enemy Within, and will break your Enemy Unknown game.
Edited by Amineri, 30 June 2014 - 05:52 PM.
#164
Posted 30 June 2014 - 05:51 PM
It's XEW only for me now
Thank you, it was precisely that.
#165
Posted 30 June 2014 - 05:51 PM
>> Amineri is it possible to code removal of snapshot from strike rifles if a sniper gets snapshot perk?
There are two changes :
1) All Marksman / Strike rifles were given eWP_MoveLimited (you should be able to confirm this in the DGC.ini)
2) All Marksman / Strike rifles were configured to give Snapshot when equipped
This combination always allows the Strike rifles to be fired after moving, but with the -10 aim penalty associated with Snapshot. Without the free Snapshot, the rifles couldn't move and shoot in the same turn.
There are two changes :
1) All Marksman / Strike rifles were given eWP_MoveLimited (you should be able to confirm this in the DGC.ini)
2) All Marksman / Strike rifles were configured to give Snapshot when equipped
This combination always allows the Strike rifles to be fired after moving, but with the -10 aim penalty associated with Snapshot. Without the free Snapshot, the rifles couldn't move and shoot in the same turn.
#166
Posted 30 June 2014 - 05:57 PM
Oh, just a flash-question:
Do we need to start a new campaign with b12, to have all the new changes working properly? I have already start a campaign with b11
Do we need to start a new campaign with b12, to have all the new changes working properly? I have already start a campaign with b11
#167
Posted 30 June 2014 - 05:57 PM
In response to post #16094370. #16094750, #16095100, #16095195, #16095370 are all replies on the same post.
I understand that. I'm talking about this pseudo-code:
If ( (Player.WeaponType == Strike_Rifle) && Player.HasPerk(Snapshot) && Player.HasMoved() )
GivePlayerAim(+10);
Alternatively a super function - RemoveSnapshotPenalty();
That way Snapshot perk would actually be useful for both Sniper Rifles and Strike rifles for Sniper Class only. Scouts no longer have snap shot, so it won't affect them.
Edited by ellatan, 30 June 2014 - 06:05 PM.
#168
Posted 30 June 2014 - 06:00 PM
Great!
However.. which are the correct steps to follow ?
I mean, we first download and install LW EW Beta 12 "alternate" (or the "normal version"?..). And then, after the patch installation, we should put this new "XComGame.upk" in some specific folder ?
thanks! ;-)
You instal the beta 12. Then you copy the file I posted over the XComGame.upk located is D:\Personal Files\Relaxation\Steam Games\SteamApps\common\XCom-Enemy-Unknown\XEW\XComGame\CookedPCConsole
Note:that path is mine, but everything after you fin you game folder (XCom-Enemy-Unknown) should be the same.
Sorry for beeing so slow, this will be the last post tonight. Got some catching up to do with my work.
Edited by Avenger93, 30 June 2014 - 06:04 PM.
#169
Posted 30 June 2014 - 06:04 PM
Beta 12 should be compatible with beta 11, with a few minor issues, such as having to unequip/re-equip Strike rifles to get the "free" snapshot perk granted.
#170
Posted 30 June 2014 - 06:08 PM
In response to post #16094370. #16094750, #16095100, #16095195, #16095370, #16095570 are all replies on the same post.
Right. The problem is that the code that actually applies the aim modifiers is what's called "native code". That is, it was coded as part of the XComEW.exe executable instead of in the XComGame.upk package file. Package files contain a lot of extra information that makes it possible to decompile them into something reasonable understandable. Executables don't. So we only mod functions in unrealscript.
So, this means that certain things are extremely difficult or even effectively impossible for us to mod. Hex modding unrealscript is bad enough without having to try and wade through raw machine code.



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