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Everything posted by TeamDragonpunk
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David, lol, it depends on what you mean by "lame". It's still going to take time to make it perfectly custom for XCOM 2, but it should be significantly better than vanilla ModBuddy. Also, I just emailed Firaxis. They're aware that we're developing this, so hopefully we can collaborate.
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Great find, thank you! I looks like he accidentally left something pointing to his local path. I emailed him and it should be a quick fix. He said he'll also start working on a stronger intelliSense as well. We have to make it custom for XCOM 2, so it will be a continuous work in progress.
- 100 replies
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Alright, great to hear. I'll kindly ask him to post a quick tutorial on changing the colors lol. Are you getting everything from auto-complete to intelliSense? Actually, what colors do you recommend?
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David, Autocomplete, IntelliSense, Syntax Highlighting... the works (or at least it should). It should turn ModBuddy into a full XCOM 2 IDE.
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Autocomplete, intellisene, etc? Do you have the VS SDK 2015 installed? Do you mind if I ask what OS you're using? Just saw your other thread. Glad that it's working for you. It seems it's not working on mine because I'm running Windows 7, which has older DLLs.
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Hi All! We sponsored Alex, the original developer of the Real Script IDE, to migrate it to ModBuddy. This language extension adds intelliSense, AutoComplete, Snippets and Class outline functions to ModBuddy. It is confirmed working for Windows 7, 8 and 10. If you do experience an error, would you please post your results, your system spec, and a detailed description of the steps required to replicate the error? We'll regularly check this thread to provide updates, bug fixes, and work with the community to see what additional features would be useful for everyone. Download from this link and follow the steps below: https://uside.codepl...ses/view/620159 1) Open folder <...>\SteamGames\SteamApps\common\XCOM 2 SDK\Binaries\Win32\ModBuddy\Extensions 2) Create subfolder UnrealScriptPackage1_0 3) Unzip file into UnrealScriptPackage1_0 4. Add <loadFromRemoteSources enabled="true" /> just below <runtime> (line 9 in my file) in your XCOM 2 SDK\Binaries\Win32\ModBuddy\XCOM ModBuddy.exe.config file (asking Firaxis to change this configuration in Vanilla ModBuddy but still needed as of 2 April 2016) 5. If you do not already have Microsoft Visual Studio (Community or Professional), you can download it for free. (Unfortunately this is still required as of 2 April 2016 until we figure out the exact dependencies needed) You'll know it's working if you see: A. The parsing progress in the status bar. https://www.dropbox.com/s/er1808ad8ic1ywl/modbuddy_with_langservice.jpg?dl=0 B. Fully highlighted syntax with additional colors like brown. https://www.dropbox.com/s/057lujmps4jn4d5/modbuddy_with_langservice2.jpg?dl=0 UPDATE: Many modders delete their XCOM 2 game files before submitting their mod to Steam or Nexus. Since Real Script IDE works by parsing the XCOM 2 game files each time you open ModBuddy, Alex has developed the following work around: 1. Download the new version from the link above (April 2nd 2016 version or beyond) 2. Remove your existing UnrealScriptPackage1_0 folder completely from ".../XCOM 2 SDK\Binaries\Win32\ModBuddy\Extensions (for those who are running our old version. Renaming the old version alone won't work. If you aren't running our old version, then you won't see this folder) 3. Open ModBuddy 4. Open a Default Mod (alternatively you can just open any one of your mods that you haven't removed the game files for) 5. Wait for the game files to parse before closing the default mod (shouldn't be required to keep the Default Mod open, but I'll double check) 6. Open your mod (the one you want to work on that doesn't have game files saved) While it might be slightly annoying to have to open and close a Default Mod each time you launch ModBuddy, we deemed it the best way to keep the features in sync with any code updates from Firaxis. This way, when Firaxis releases an update, you can simply delete your old Default Mod, close ModBuddy, open ModBuddy, and create a new Default Mod to have immediately updated intelliSense and AutoComplete. Known Issues: 1. IntelliSense could be stronger and Alex is working on a few XCOM 2 specific solutions. 2. This may be a "non issue", but now that the DOM is shared, we need to test for possible issues with overriden classes competing with vanilla XCOM 2 classes if you're working on more than mod at once. Let me know if you see this or any other DOM-sharing related issue happen.
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XCOM2 [Mod Buddy] Intellisense Scripts
TeamDragonpunk replied to Albeoris's topic in XCOM's Discussion
Hi all, We could use some help testing this. I asked the original developer of the Real Script IDE to migrate it to ModBuddy. It is working for him, but not for me. Would you please try this and post your results. The only difference between his environment and mine, is that he has the VS SDK 2015 and I do not. We believe that there may be an additional DLL required for those who do not have the sdk. https://uside.codeplex.com/releases/view/620159 1) Open folder <...>\SteamGames\SteamApps\common\XCOM 2 SDK\Binaries\Win32\ModBuddy\Extensions 2) Create subfolder UnrealScriptPackage1_0 3) Unzip file into UnrealScriptPackage1_0 -
XCOM2 Dev Ops - Wiki, API, Intellisense, etc...
TeamDragonpunk replied to TeamDragonpunk's topic in XCOM's Discussion
Ok, I'll repost in modding. Just FYI, we are releasing the XCOM 2 SDK in the next two weeks. The autocomplete and intelliSense should help immensely.- 6 replies
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Intel Market: Code Review and Help
TeamDragonpunk replied to TeamDragonpunk's topic in XCOM's XCOM 2
ALL, Updated the PPT with the changes from Eladdy202 and added a UI Photoshop job of the proposed "Intel Options" for the normal launch menu. Will start coding tomorrow, and should be ready by Sunday. https://www.dropbox.com/s/w7zdttwo1l1w9ha/XCOM2_UX_IntelMarket.ppt?dl=0 -
Intel Market: Code Review and Help
TeamDragonpunk replied to TeamDragonpunk's topic in XCOM's XCOM 2
I'll double check on this last step. I'm assuming (just assuming) that I'll have to override the class that actually dictates when to call the UIMission methods that build the screen stack (not override UIMission). No additional code should be needed, so thank you! Prob take me 2-3 days to figure out dumb compile errors, so I aim to get this out Sunday. -
Intel Market: Code Review and Help
TeamDragonpunk replied to TeamDragonpunk's topic in XCOM's XCOM 2
Awww, that makes sense. I thought it would be a unique class that extends UIMission. So it looks like UIMission_GPIntelOptions.uc extends UIMIssion and adds the Intel Market. So, I'm think I'll making a custom class that extends UIMission as well and add the hook in game where it looks for Broadcast mission. If Broadcast mission, then UIMission_GPIntelOptions.uc, else if UIMission_IntelMarket.uc. We'll have to override that class though. -
Intel Market: Code Review and Help
TeamDragonpunk replied to TeamDragonpunk's topic in XCOM's XCOM 2
Eladdy202, What class did you find that in? I've been looking everywhere for that?! What tools are you using? I'm using UnCodeX -
Intel Market: Code Review and Help
TeamDragonpunk replied to TeamDragonpunk's topic in XCOM's XCOM 2
No worries, all I need is help understanding where the UI is being called for the "Begin Mission" screen. I think I can do the rest. Agreed that I think it would have been out of balance in Vanilla XCOM 2, but in the Co-Op Mod we're developing, it will be a great way to earn extra Intel. Thank you again. -
Intel Market: Code Review and Help
TeamDragonpunk replied to TeamDragonpunk's topic in XCOM's XCOM 2
Right! In the power point, I (briefly) mention that it saved in the MissionSite. Would be too much to create from scratch, but the code base is all there.. XCOM 2 surprisingly only uses it once in the entire game. -
Intel Market: Code Review and Help
TeamDragonpunk replied to TeamDragonpunk's topic in XCOM's XCOM 2
Eladdy202, I agree, but one step at a time. Yes, I think this could serve as the foundation for an incredible framework. I'm still trying to see what is defined in native code as far as the Intel Rewards which seem to be managed through the Hacker Reward Template. If we can find where those are set, we can add our own (which would be fantastic). As always, XCOM has to make everything complicated lol. There is no set price for these. There's a long algorithm that set the price based on difficulty, variance, etc.. I/we could get the base mod out this week though if I could just figure out where the "Begin Mission" button is being called and how to successful override the UI (was thinking UI Listner), but I think it will be best to override the entire UI. -
All, I'm not quite finished adding the proposed new code to this Power Point (PPT), but I'll go ahead and make the thread in case anyone else is already (or wants to) work on this. https://www.dropbox.com/s/3mwqdhquxs4l71r/XCOM2_UX_IntelEconomy.ppt?dl=0 USE CASE: "As a user, I should have the option to purchase Intel rewards for almost any mission." This functionality already exists for the Broadcast Mission, so I'm hoping that the main challenge will be a matter of hooking it into the UI correctly. Right now, I think everyone is leaning towards User Experience 2 (UX2) in the PPT, but I'm having a hard time finding where the "Begin Mission" Screen/UI is called. Thank you in advance for any help you can provide. This mod will be essential for Co-Op players that are earning more intel by assisting others. =Dan
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Promotion UI and general UI overriding
TeamDragonpunk replied to Deleted32045420User's topic in XCOM's XCOM 2
Well that answers the question in my thread about how to use UI Listeners correctly. -
Amazing! Thank you! Getting into the weeds of this is actually my weekend project, and you just helped considerably! What would we ever do without you?!
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after hotfix, some sdk uc files don't compile !?
TeamDragonpunk replied to davidlallen's topic in XCOM's XCOM 2
Honestly, what we should be using is an enterprise service bus, but I figured that would be too much to ask. -
Agreed with David. I think there was only one Mega LW because of how hard EU was to mod. Dragonpunk is (and I expect will be) the largest XCOM 2 Mod Team, but we're breaking our mods down into standalone mods to be used by the community, because we know not everyone will want magic or mythical creatures.
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Actively supporting the modding community
TeamDragonpunk replied to FxsRMcFall's topic in XCOM's XCOM 2
All, It's a rare treat to have any dev, let alone the Lead Engineer, support modders directly. I recommend that we don't squander this and flood this thread with one-off questions. Before you post here, I recommend: 1. Spending at least 2 hours (min) trying to implement your idea. 2. Spending at least an hour looking for a fix on Stack Overflow/Stack Exchange/Google 3. Spending an hour looking to see if anyone else had this issue in the forums (because there are a lot of duplicate threads) 4. Asking knowledgeable Mod Community Leaders like Amineri, Hairless Orphan, and David Allen The better we are at practicing forum etiquette, the more likely we are to actually get suggestions implemented. -
proposed sticky thread: modding resources
TeamDragonpunk replied to davidlallen's topic in XCOM's XCOM 2
These are great! I actually posted these on our twitter account and recommended that everyone work through them. Kinda jealous that I didn't have time to create them, but I'm running behind with the XCOM 2 IDE. -
how to extend a function that uses private class variables?
TeamDragonpunk replied to davidlallen's topic in XCOM's XCOM 2
Wow, this scared me, and I'm glad you resolved it. This is a huge problem in Java and has to be resolved through the constructor and interfaces (in Java). -Dan -
UnCodeX - UnCodeX processes the UnrealScript source code and presents it in a more navigational format. https://udn.epicgame...ee/UnCodeX.html Download the program at the link provided and follow the tutorial. When it prompts for the path, I use the following (and let me know if I wrong): C:\Program Files (x86)\Steam\steamapps\common\XCOM 2 SDK\Development\SrcOrig It's not a perfect API, but it's helped me substantial. If we need to make a community-made API, I am willing to pay for it. Does anyone have a good recommendation of where to host it? -Dan Edit: I'm currently speaking with Yeti Tech Studios to developer IntelliSense tools for ModBuddy (Visual Basic Isolated Shell) and contacted this developer here: http://uside.codeplex.com/
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New XCOM 2 Sub-Forums and a Request for Wiki Support
TeamDragonpunk replied to SirSalami's topic in XCOM's Discussion
This is great stuff and answers a good chuck of my questions from the Dev Ops Thread. One small request, can we put the XCOM 2 cover on the main page? I'm not sure how anyone will find that wiki unless they already know what they're looking for. -Dan