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Posts
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Everything posted by Neonin
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Yep as I thought, all sorted now. Sorry about that!
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My bad, I haven't checked the mod page for a few days. I'm guessing this is part of the new scanning system Nexus has implemented for the files. When I uploaded the latest version the files got flagged by their virus scanners because of the inclusion of TexMod. I contacted the mods and they set it as a false-positive and everything was fine. They've been gradually going through scanning old uploads though, and I have a couple of older versions of the mod that were uploaded before the scanning process. I'm guessing it's come across these and flagged them again. I'll be contacting the site staff after I post this and getting it sorted ASAP!
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I've tested that, but unfortunately it just sends the process into that same loop again. Oddly, I renamed XComGame.exe but forgot to rename the TexMod.exe I put in there to start with. Steam then refused to run the game saying the executable was missing. Even when I replaced the XComEW.exe and tried running that it fell over, until I remembered to rename TexMod to XComGame and then the loop happened. That is odd, and means that Steam still runs XComGame.exe first which then pulls up XCOMLauncher before you select a game.
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An nTex user just mentioned this to me and after failing to find a solution I thought it might be worth mentioning here. While the normal TexMod process works for EW, trying the same with it pointed at the old XComGame.exe leads to it loading up TexMod again. It seems that when called XComGame.exe is pointing at XCOMLauncher.exe. I have no idea why, and can only assume that instead of just visually choosing which game to run XCOMLauncher also does something to allow EU to work separately to EW. As it stands I don't think TexMod can be used with EU if you have EW installed. Peculiar.
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Does that work if you move/expand more than one function to the end of a UPK? Either way that's a pretty amazing discovery, considering the amount of time and effort that normally goes into rewriting functions without messing something up!
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XCOM EU If I get EW, can I still play pure EU?
Neonin replied to TheRedKnightMike's topic in XCOM's Discussion
Short answer: Yes! Long answer: When you launch the game after installing EW you get a choice to fire up with EW or EU. I haven't tried the EU option since I got the expansion so not sure if anything got tweaked. However, I do not believe the current version of Toolboks will make any changes to EU. Both games have their own folders and executables, and Toolboks is currently (to my knowledge) only set up to modify EW. That said, EW simply added things on to EU. If you play through EU, when you get around to playing through EW you still have to do the same campaign/story, which isn't a problem if you like multiple playthroughs but if you're the sort who gets bored replaying the same story it might not be optimal. -
Of course it is... I'm a moron. I blame illness! Apologies :smile: Something in that file has changed though, as my custom modlet offset had to be fixed.
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Ignore.
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Gotta admit, I can't wait for your textures to hit. I know why they made parts of the weapon textures colour the same as the armour... but I don't like it. I'd much rather have the Tier 1 textures back for the weapons with no stupid colouring (which the game continually "forgets" in Tactical missions, leaving you with the default yellowish colour anyway) to bring back the pretty!
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Indeed I do, and you excellent tool has saved me a lot of time and effort over the last few months! I just didn't really think as last time I did this you didn't have the export option in Toolboks :P
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For those interested I've put up the depacked SWF files from UICollection_Strategy_SF and UICollection_Tactical_SF at the following links: UICollection Tactical UICollection Strategy
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Did you have any joy getting changes made to Command1.upk to show in-game? I've edited to the two parts needed for icon transparency as before but nothing is showing up. I'm wondering if there's a new "overlord" value somewhere... EDIT: The SWF files unpacked from Command1.upk are now also found in UICollection_Strategy_SF.upk, and changes to the decompressed version of this file work. More exciting for me, the new UICollection_Tactical_SF.upk also contains SWF files, and changing things in here applies to EVERY tactical mission map as far as I can see! This means I don't have to go through every map to sort out the icon display issue for nTex, saving me many many hours of work and making me want to marry whichever Dev made it happen :D
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Just threw this together for my own mod page but thought I'd offer it out in case anyone else wanted to visually show their mod is compatible with EW :smile: http://aylan.pwp.blueyonder.co.uk/xcom/EW%20Compatible.pnghttp://aylan.pwp.blueyonder.co.uk/xcom/EW%20Compatible2.png Feel free to steal, deface, use, whatever! If you're not sure how to add it to your mod description just cut/paste the one you want into it: [img=http://aylan.pwp.blueyonder.co.uk/xcom/EW%20Compatible.png] [img=http://aylan.pwp.blueyonder.co.uk/xcom/EW%20Compatible2.png]Obviously you'll need to change the URL if you save the image elsewhere! EDIT: Uploaded a second one, I get random urges to redo things!
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@Bertilsson: I used the same method JL posted there to strip out the SWF files from Startup.upk (22 of them) so it does work, although you end up with file sizes bigger than strictly necessary as each time you cut out one SWF and leave the rest :P @XMarksTheSpot: Since I already spent five hours identifying 310 instances of a colour code in Command1.upk and their corresponding offsets just to try and do this (although my thinking was instructions to do a find/replace with someones chosen colour on the Toolboks mod, a utility would be even better), I'm willing to give it a go. Considering the effort required though I'm wary about starting before EW hits in case some of these things move around and require the process to be done again.
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ToolBoks Custom Mod - Display Soldiers' XP During Tactical Mission
Neonin replied to bokauk's topic in XCOM's Enemy Unknown
The race is on to duplicate this, modify it into displaying Mobility (the Holy Grail itself) or both... ;) -
Not sure if anyone else is bothered by this but I thought it might be worth documenting at least, even though I'm guessing all you uber-modders out there already worked it out from the fixed constants :tongue: While looking to change the colour of the overall UI from the cyan to something else, I noticed that there were a bunch of hexadecimal colour values stored in Command1.upk. Using JL's great stripped-out ActionScript files I noticed there's a "Colors" section in each one that has the colours set like this... class Colors { static var NORMAL = "67E8ED"; static var HILITE = "B9FFFF"; static var DISABLED = "808080"; static var BAD = "EE1C25"; static var GOOD = "5CD16C"; static var WARNING = "FFD038"; static var WARNING2 = "F67420"; static var PSIONIC = "A09CD6"; static var HYPERWAVE = "F78000";... and so on. "Great!" I thought to myself, that seems to be what I was looking for. I proceeded to spend five hours going through all the instances of NORMAL (which is the cyan colour) in Command1.upk, and there were a LOT because it's replicated in every ActionScript/Flash thing Johnnylump extracted from the file as well as a lowercase version of the hexadecimal code used in a bunch of HTML-style font tags in various bits of text. I noted down the offsets for each one in a Toolboks mod so that I could quickly change the colour with a find/replace. Job done, I changed the cyan to FF0000 so everything would come up an obvious red. Five hours wasted, nothing happened when I installed the mod ;) I have so far concluded that either the colour values are being overriden/drawn from a default source like the constant values in the exe, or there's another place these are defined I haven't found yet that takes precedence. Just thought I'd document my attempt here in case anyone else looks into this in the future. Sorry if it doesn't make much sense, I'm still pretty new at this!
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Will do, if I come across anything else I'll stick it in here with the rest :)
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Just noticed this issue also crops up when trying to "Edit" file options for a file under a mod you are the author for. Also the Files of the Month section is still displaying the tally for August.
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A couple of days ago I noticed that when I clicked on the number of endorsements on a mod (to see who had endorsed it) it pulled up a red box with "An error occurred" message, and appears whether logged in to the site or not. I just checked on the Skyrim site and it doesn't appear to be an issue on there. This error box also pops up when clicking the "View Download History" link for a mod you are the author of.
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First impression, a bit late I know, is that the female Carapace could do with some of that octagonal hatching like the male one on the breastplate rather than just being plain. I'm going to start a proper XCOM game after I finish with the nTex customisation packs and I'll be using LW and all your new stuff, so I'll give a more detailed opinion then :)
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I'd forgotten about the release date! This is why I never give one unless I'm nearly finished or what I want to do isn't going to take too long :P All sounds good, don't rush anything just to try and get it out slightly quicker. That sounds like a nice pack to release though, can't ask for more than that. I've done releases with less in ;) I uploaded a couple of screenshots to the mod page for you too, us advanced players tend to forget that lovely little "together" shot in the Tutorial opening scenes is great for showing off armour and weapon mods!
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Yep working as intended, thanks for the quick fix! Also wooo! I found a bug :D
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Couple of bits of feedback after playing the game with the textures for a bit: - The default armour grew on me, I wasn't keen at first as I thought it was a bit too busy but it does look good during missions. - The wood texture of the shotgun pump comes across very orange-y in the game. The texture in the file looks good so I'm guessing it's probably a light issue, most noticeable in the barracks. Maybe lowering the brightness of those sections might help? - Still loving the other weapons! - Not keen on the optional deco for armour 3, Kryptek is it? The pattern is great but because it's set at a purple colour it doesn't mix very well with the majority of tints. A version where the pattern is also affected by the tint would be made of 100% pure awesome. Can't wait to get my hands on Carapace and the Pistol :D
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With reference to my mod http://xcom.nexusmods.com/mods/382/?tab=2&navtag=%2Fajax%2Fmodfiles%2F%3Fid%3D382&pUp=1'>here. I uploaded three new files last night/this morning (1:50am GMT) and unlike previous files all the downloads so far are showing as just downloads. The "unique" column for the two that have downloads at the current time is showing zero. My understanding of the system is that a user who downloads a file for the first time counts as a "unique" and then any subsequent downloading they do is added to the download number instead of both. That seems to be the way it worked every other time I uploaded files anyway. Just mentioning it to either get my failed understanding corrected or report a possible bug :)
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I thought as much, but I could have missed it being posted as I only recently started reading/learning how to do this sort of thing. At the moment I'm about 2/3rds of the way through making the changes to the map files I need to but I'm thinking towards EW, as if the maps are changed/updated the way some of the Devs seem to indicate it's entirely possible it will break my changes and I'll have to do them all again. While easy, it's extremely tedious! Also if there's a single place these changes could be made it would make life easier on Toolboks, as I've crashed it three times with the size of the mod (it hits around 1.2 gig memory usage then has a panic attack) so I've had to split it into three sections so far :P