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Project -- LAByrinth


Zyxpsilon

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  • 1 month later...

I dunno what's happening at this point with SuperD's coding tasks... all i know is that "LAByrinth" development has somehow stalled.

 

I guess, we might have to just wait even more until the last DLC (Shen's Gift) adds extra content & gameplay mechanics. Heck... the AH rulers need to be inserted into the Tech-Tree design yet again!! :wink:

 

------------- !

 

EDIT (02/06:PM).... So, i gave myself until early June to take a final decision about this project. It's really sad but i have no choice but to consider the predicted coding task(s) by SuperD abandonned. Along with creating that wild interactive Tech-Tree and its cool features.

 

Dissappointed is a small word to describe how i feel right now.. after almost three full months of extensive work done on the concept itself -- it all goes to waste as of today. Unless i get specific news, facts & details from him otherwise -- LAByrinth is a miserable "collaboration" failure. :sad: :down:

Edited by Zyxpsilon
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  • 2 weeks later...

Soooooo.. might as well reveal almost everything at once.

 

A) First phase...

 

 

http://s33.postimg.org/ru8j32lkf/Concept_A.png

 

 

 

B) Second phase...

 

 

http://s33.postimg.org/gfqstynqn/Concept_B.png

 

 

 

E) Last phase...

 

 

http://s33.postimg.org/9ojoctq5r/Concept_E.png

 

 

 

Kinda obvious isn't it? Why would such an extensive bunch of thoughts suddenly lose all its potential Modding value? :ohmy:

 

Thus -- in a swift brainstorming afternoon, i finally realized that i **COULD** find some ways to implement a redux version of that thingy. May take a while before i dig far enough into UC scripting stuff to obtain minimal quality with strictly limited features -- but, i'm a gambler by nature. As the proberb says; we're always better served by our own work! See ya when & then, people! :D

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  • 3 weeks later...

As of today, WE're getting very near to a "Demo-Status" release. Thanks to a new development partnership with GrimyBunyip.. the UC script-code(s) are receiving some serious attention while also enhancing the whole concept with cool features -- two brains are better than none.

 

Final Tech-Tree structure...

 

LABy_Tree4_Sample.png

 

Yeah! :D :dance:

 

PS; Well -- that was not so final after all!! :)

Edited by Zyxpsilon
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  • 4 weeks later...
  • 3 months later...

I'll be releasing a major new Update to this mod .. very soon. So, there will also be some gimmicky task for my subscribers. Details below...

 

------------

 

Some of the GFX/Flash components used by your default XComGame.INT file aren't responsive to a few modded strings from within my next version. Thus -- in order to get the exact same small HUD changes as i do (until we find how to do this stuff directly), you'll have to manually edit the Vanilla file itself that can be found in this folder;

(YOUR--Drive#):\Steam\steamapps\common\XCOM 2\XComGame\Localization\INT

Here's what they should look like InGame once the file has been edited...

 


LABy_Manual_Edits_INT.png

 


Be aware that official updates (VERY rare at this point) would most likely reset these changes to what they once were. So, the manual editing process would need to be redone again.
It's relatively simple. You'll be rem'ming the defaults with a semi-column ( ; ) and then, add these new alternate lines as shown below.

 

--------------------
(( Line #8989 )) * ADAPT Menu Button
From ... [uIAvengerShortcuts]
;LabelCQ_XCOMDatabase=XCOM Archives
LabelCQ_XCOMDatabase=XCOM Archives + LAByrinth <img src='img:///UILibrary_Common.status_revealed' width='24' height='24' vspace='-4'>

(( Lines #9683+9684 )) * REPLACE default Archives Header
From ... [uIInventory_XComDatabase]
;m_strTitle=XCOM ARCHIVES
;m_strSubTitleTitle=ACCESSING DATABASE...
m_strTitle=<font color='#27AAE1'>LAByrinth</font>
m_strSubTitleTitle=Revealing some FACTS...

(( Lines #10751+10754+10757 )) * REMOVE three "MAKE .. AVAILABLE" clutter
From ... [uISquadSelect]
;m_strStripWeapons=MAKE WEAPONS AVAILABLE
m_strStripWeapons=Ω WEAPONS
...
;m_strStripGear=MAKE ARMOR AVAILABLE
m_strStripGear=Ω ARMOR
...
;m_strStripItems=MAKE UTILITY ITEMS AVAILABLE
m_strStripItems=Ω ITEMS
...

(( Lines #10760+10765 )) * ADAPT Load-Out Button & ADD "Optimal-Skyranger IMG" inside its ToolTip

From ... [uISquadSelect]
;m_strBuildItems=BUILD ITEMS
m_strBuildItems=BUILD ••• ITEMS
...
;m_strTooltipBuildItems=Quick jump to Engineering to build items, and return here.
m_strTooltipBuildItems=<img src='img:///LABy_UILibrary.LABy_OptimSKR' width='256' height='128' vscape='0'>\nQuick jump to Engineering...

------------------

! Done !

Edited by Zyxpsilon
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