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TeamDragonpunk

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  1. Ok, good news! I went ahead and asked Mr. McFall about this, and I'm incredibly glad I did! (I try not to ask anything often, as not to abuse the privilege). Here is what he said in regards to making a non highlander mod sound suppressor: A weapon upgrade (sound suppressor) can specify a projectile archetype "AttachProjectileName". The projectile archetypes provides the sounds, effects, and timing. The class is X2UnifiedProjectile. A good starting point for hooks is X2Action_Fire visualization class, which is the main receiver for projectile events. There is a projectile archetype that is associated with the weapon directly, the default. Additional projectile archetypes can be added to ammo and weapon attachments. Ie. A magnetic weapon with a specific type of ammo will play 2 audio files. All the projectile audio associated with a shot are additive (they don't replace each other). Assigning a "suppressed projectile" to a sound suppressor, would therefore play 3 audio files, because It is possible to have a projectile archetype that would only add a reddish tint to the normal projectile, or one that just makes a slightly different sound. The sound radius is set by the sound resource, which in this case would be a sound cue". Not to speak for him, but he said he would be willing to answer further questions about this after we've worked with it. So what I can do, is ask Max to download the audio files for the Tier 1 Rifle, and then layer a track on top of that to make it sound suppressed. We could assign that track to a suppressed projectile archetype. Alternatively, We could potentially even get away with overriding the default projectile archetype for the rifle, but we would have to have some logic that would know when the suppressor is equip to switch out the default audio with our suppressed audio.
  2. Looking at X2WeaponUpgradeTemplate.uc and inclined to agree with you. From what I'm seeing here, a weapon upgrade isn't an object really, but a static mesh and an assigned ability. It ultimately might be easier to make it a separate weapon with a CanApplyUpgradeToWeaponFn false for repeater.
  3. Get a 404 error from your link. Are permissions set to public? Well, if I'm going in the wrong direction, I apologize. Just trying to understand what works and what doesn't.
  4. Ok, far enough. It just wouldn't reveal you to any enemies except for that pod. Alex is working on the 3D model now for testing purposes.
  5. Just bookmarked and downloaded! Thank you for indulging my paranoia ;) Btw, certainly happy to donate to a LWS Patreon account until the Kickstarter campaign!
  6. What grimy does is adding new templates with abilities on game init, if we are to use a bolt on upgrade for a weapon it's gonna be hard to make it behave like a normal weapon (although not impossible) but with a lowered sound range, i've come up with some code test if we can take an instance and make that weapon to be changed. Ok, I'll test tonight to get a better understanding. I'm not opposed to creating a new template with abilities on game init, and then doing a switch behind the scenes. I agree with you that there is likely a more elegant solution. Specifically, tonight I'm going to research how the weapon mods affect the base weapon abilities (and where). I realize nothing is ever direct in XCOM 2 coding lol, but in my mind: Sound Suppressor: 3D Asset and Texture Imported via Unreal Editor from Maya/Max Wav file overrides/replaces weapon audio on weapon fire (not for reload or other sounds) Custom code that would either: A. Not trigger "break concealment" event (I'll find the class tonight) B. Break concealment but would not activate the other pods. (which is why I suggested reconcealment for a short term workaround) Custom code that modifies the damage (may even increase accuracy) Lastly, Alex is already downloading the basic Tier 1 rifle and working on a 3D design (at least for testing purposes). I realize this is just a small piece, but it will help me understand what exactly we can and can't do.
  7. No, you have a few Item template classes: weapons,grenades and heavy weapons(to put on heavy armor) each weapon is a template that's based on one of these 3 classes, these classes have all kinds of parameters and functions but they act like abilities in terms of adding to the game. i can override templates with ease the problem is that i dont know if there's any way to change the behavior of any one instance of a template rather then the whole template (which i fear would propagate the changes to all the items of that template) in short more testing is needed i'll try to finish that by the end of the week. Ok, understood. I'll look into Grimy Loot Mod tonight and Git Gud. He has various types of legendary weapons with unique abilities assigned to each. That led me to believe that it was possible to extend a weapon while not affecting the parent weapon class or template.
  8. I want to reduce the sound signature on individual guns which is a property that is defined in the templates, that means (according to what i know right now) that we'll need to create new weapons templates for silenced weapons instead of adding a modifier to them OR create a highlander mod to change how the check works inside the weapon templates Correct me if I'm wrong, since I'm still trying to wrap my head around templates. My thought would be that we extend (make a child of a gun template). Ie Template Shotgun_Silenced extends Shotgun. This is added to the template list for the Template Manager and does not require being a highlander mod.
  9. Once I find a link to the Nexus Toolbox mod, I'll make a back-up of the zip for my own peace of mind. That's sufficient enough for me (until the code base changes so drastically it's worth backing up again)
  10. Ok, what exactly do you need to do then? Sorry for the confusion. While I haven't dug as deep into the code for this (since I'm focused on Co-Op), I just "assumed" that Dragonpunk could duplicate his process and attach whatever stealth abilities desired to a sound suppressor gun mod.
  11. Hey, thank you! I haven't seen a link for the Nexus Toolbox page, so I didn't see that. I'm sold now. Just always weary of increased dependencies especially when things like this happen: http://qz.com/646467/how-one-programmer-broke-the-internet-by-deleting-a-tiny-piece-of-code/
  12. This is in response to @davidlallen post here: https://forums.nexusmods.com/index.php?/topic/3882135-x2eventmanager-as-an-enterprise-service-bus/?p=37291930 David, if we can reverse engineer the Toolbox easily enough, then agreed, it becomes a non-issue. I was under the impression there may be some PERL scripts or other files that we can't get directly from the Workshop, given that the solutions file for the directory structure isn't downloaded. I certainly share your concern that direct access via Github could result in different flavors/distros, but I just don't see that actually happening with this community. I can't envision a use case for any mod in which that would be necessary (other than someone just trying to be a troll).
  13. ALL: If we need to make a multiple initial mods or a "Highlander Mod" initially, that's certainly fine within the context of Agile development processes. From what I've seen though, there is no reason that necessitates this being one. I suggest we study Grimy's Mods to understand where he hooks in, and to ensure compatibility. If we need to add a hook to the LWS Tuples Mod, then we should submit that request to LWS. In regards to adding additional hooks to a universal mod framework, I wrote this: https://forums.nexusmods.com/index.php?/topic/3882135-x2eventmanager-as-an-enterprise-service-bus/?p=37289270 The LWS Toolbox is fantastic, and I'm more than happy to develop all our mods around it. As the community chooses one standard however, I think we should ask the developer (be it MCM or LWS Toolbox) to make the code publicly available on GitHub.
  14. I'll post this here because I want to help keep the LWS Toolbox thread clean and for technical questions. This response is to issues mentioned here. https://forums.nexusmods.com/index.php?/topic/4072310-comprehensive-stealthguerilla-warfare-mod/?p=37275320 I think we all realized there would be some "growing pains" when a unified mod framework or "One Ring" Mod is introduced. Mods would have to be rewritten to conform to a single standard. Honestly, better for it to happen now, then later as mods get more complex and require more effort to rewrite. My concern, and it sounds like many people share it, is maintaining the "One Ring" Mod. LWS is doing a fantastic job (and has been for years), but given that they have announced they might do a Kickstarter campaign for their own game, it's no insult to ask the question, "What happens if LWS ever stops maintaining the "One Ring" mod for whatever reason?" Typically, in larger projects like this, the Maintainer would host this on a public repo on Github. 90% of modders won't care, but those that need to add additional hooks would fork the master, add the code and then submit a pull request. The Key Stakeholders would test the branch and merge it to the Master repo if no conflicts were found. Should the Maintainer ever leave (for their own game's Kickstarter), one of the Key Stakeholders becomes the new Maintainer. Ideally, Firaxis would review the additional hooks periodically and add them to the base code on occasion to further minimize the dependence on a single Maintainer. Going forward, as the community decides on the a single standard (be it MCM or Toolbox), I suggest we take this into consideration and ask them to make the code publicly available on GitHub. Again, it's no insult to LWS; it's just proper design to ensure there is redundancy and no single point of failure.
  15. Just FYI, we went ahead and set up a Discord channel for testing the XCOM 2 Tactical Co-Op Mod here: https://discord.gg/0oPlcY627xFdD0rm Still on track for internal testing late May/Early June; Beta early June; public release 1 July. We'll continue to debug it as necessary as we move on to the Stealth Mod.
  16. TBH... even if that LWS newest method to integrate a solid "Options Menu" feature seems to be a most optimal solution to a number of current issues -- it's really too bad that it has been supplied along with other modding assets that broke a few other essential mods (( for me! )) like ShowMeTheSkills or MoreSquadSizeUpgrades or SWRHiddenPotential and some more! Soooo, i can only wish they'll just think about splitting the functionalities of both Tuple & Options-Menu in (somehow) stand-alone products for most of us who'd prefer to keep the familiar mods they currently are satisfied with and NOT loose the extra power devices that may become important later down the curve of modding pipelines. I understand we would be better off making certain critical choices as soon as possible but it's a bit enforced, AFAIC. First, I'm sorry that it broke your mods man! I'm not sure why Firaxis has them still developing under NDA now that the game is out. That makes no sense to me. Wanted to ask though, how does it break ShowMeTheSkills. I'm going to need to dig deeper into their code. I love the way they are handling 12 Soldiers, and hopefully our Tactical Co-Op design is still valid since we're extending the "Select Soldier" button in SquadSelection.
  17. Sounds fair. I see a lot of overlap in ours, which is why I suggested trying to consolidate this in a single UI. Given the new LWS "One Ring" Tuple Mod, I think we won't have to make a highlander mod if we're clever about where we are hooking in. This is the link to Maluco's more strategic guerilla mod. https://github.com/GuerrillaWar/GuerrillaWar Think Dragonpunk share's desire to have exponential reinforcements as well.
  18. For us, and it sounds like eladdy202 as well, we're focused on tactical stealth. We (Dragonpunk) aim to: 1. Eliminate the "Neutralize All Enemies" objective 2. Implement "reconcealment mechanics" such as our illusionist mage class and sound suppressors. 2. Use timers/alarm system to spawn more enemy reinforcements so that the player is naturally pushed to complete the objective or evac within a certain amount of turns 3. Find a game balance where the player would have about as many encounters as they do now, but are using the stealth (reconcealment) mechanic to avoid numerous other encounters due to the increased number of enemies or size of the map 4. Encourage out of the box solutions to extraction missions like causing a distraction on the other side of the map that lures patrols away (realize this is open ended and will come with years of game balance testing) 5. Have everything configurable through a single UI that uses the Long War Toolbox Option's Menu.
  19. Does he have anything posted here on Nexus? I know he's on Discord and I can reach out to him there. Would like to see where the overlap is and where we all could potentially collaborate. Perhaps he could decouple the configs for the Guerilla aspect. I know we're certainly trying to make out own campaign as well, but are trying to do it in a way that everyone benefits.
  20. @Eladdy202 I've created this thread, but happy to use an existing one if you'd like... Bottom Line Up Front (BLUF) Team Dragonpunk will commit to an existing or new Stealth and/or Guerilla Warfare Mod (coding, 3D assets, sound, etc...) to be complete no later than 1 October. Timeline: We'll certainly try to work within your/the community's timeline, though our goal is to release mods quarterly. The final release of the ModBuddy extension was out April 2nd, and we're still on track to have Co-Op out internally for June 1st, and publicly July 1st. Our commitment for the Stealth Mod would aim for a polished public release of 1 October (1 September for debugging and internal testing with 3D assets, sound files, etc..). It would not have to be a "Dragonpunk Mod" as we're only concerned about the final product, and not who gets the credit. Overview: While there are certainly some great "True Guerilla" Mods already out, this mod would aim to be a comprehensive aggregate of the settings/configurations desired. Players would control these options from a universal screen in the options menu using either the Long War Toolbox or MCM (whatever the community standard becomes). Ideally, this mod would not only adjust ini configs, but be robust enough to drastically alter timer behavior in the Kismet (this may be a stretch goal). Scope: While we'll have to agree on a concrete scope to avoid "feature creep" (this can't be all things to all people unfortunately), the idea is that this mod would be comprehensive enough to become the community standard for Stealth and Guerilla Warfare Mods for both players and the modding community. 3D Assets: The team has great 3D artists, and I also know the original XCOM 2 weapons artist on twitter. He's a freelancer out of California. Pending his availability, I would be willing to hire him to create sound suppressors for the Tier 1 weapons (at minimum). We would need to look into the possibility of adding new weapon mods into the game (I assume it can be done, but I haven't confirmed it). Before we go to him however, we would need to have the system completely finalized and our concept artists would propose a few design ideas (he'll prob use his own designs, but it's worth concepting out anyway). Sound Files: To do this well, we would want the correct sound assets for the suppressors. We're currently working with Max who helped Tim Wynn create the XCOM 2 OST. I'm happy to provide some additional funding for his help on this. There may already be existing sound files available for purchase somewhere. Ok, so let's post thoughts and ideas below. Again, we can't commit to any solid work until after 1 June, but if the community can agree on the functionality and capabilities by then, we'll start/assist those who have already started ASAP!
  21. Which one? The one that lets movement/actions not generate any sound (bSilentAbility)? Also, if you're doing integrally suppressed weapons, you could just lower the iSoundRange to single digits and maybe copy the SMG Pack's method of reducing detection range. Perhaps this should be a new thread with @Eladdy202. I'm personally working on Co-Op until June 1st, and then happy to singularly focus on this! What I AM willing to commit is 3D Modelers for sound suppressors gun mods and audio engineers for custom sounds (I assume wave) files. I've already budgeted that in since Dragonpunk is all about "running in the shadows", so happy to get the team started now under your leadership if this is something you might commit to.
  22. This is fantastic! This is actually on our "To-Do" on our website. Happy to use yours though, for as long as you support it. I was actually going to have our artists do some 3D models of sound suppressors (at least for the 1st tier)
  23. Alex is looking into this, but it's going to be tricky. The ext works by parsing the game source files when you start Modbuddy. He's going to look into extending the setting in Modbuddy to allow paths to folders with extra code. This may need to come from Firaxis. Have you tried putting your own mod files in the game source as a possible workaround? I think this functionality is now even more relevant with the LWS tuple and toolbox mods. I'll ask Alex if there is a way we can even build integration into extension.
  24. I'm sure you have plenty of logic lol. These are very advanced software architecture concepts, and even I'm still trying to wrap my head around what exactly they're doing (not that I'm super smart, but it IS my job). I'm actually going to spend the day making Visio Diagrams to visual and understand how this all works now. You know what they say though, "If you aren't the worst member in the band, find a better band." I knew a "One Ring" Mod would be a huge undertaking, and I'm just glad we have LWS to lead- instead of hacking our credit cards.
  25. Aww ok! For some reason I thought @Amineri was the only one supporting XCOM 2 from LWS. I don't feel so bad knowing there are 2 genius level people making all these awesome mods. Not sure how I got that impression. Quick question. What relevance is the "tuple" in the mod. When I think of the word "tuple" I think "an unordered set of known values with names" in a relational database that is usually synonymous (but not the same as) a row in the database. Who your mod however, the is no database backend. So "tuple" is used in the sense of ??? mod information being broadcast to other mods??
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