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LiQuiD911

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Everything posted by LiQuiD911

  1. It's the regular LW exponential red fog, this patch by LeoKian changes only the exponential parameters (I set them to 8). What I did is put in m_iLowestHP, it's working fine most of the times.. but in some cases one unit get's a 1% battle fatigue even if it's unhurt but some other unit got damaged(I think I that enemies count too). It's not much of a problem actualy so figuring it out isn't critical, I was just curious what could cause it. I'd suggest to add this as a secondwave option but I immagine an angry mob with pitchforks xD Does m_iLowestHP take in account armor? During gameplay units get penalties only when the armor get's penetrated but that might just be the exponential function.
  2. Yes, I dumped the entire function (from the LW XComGame) and then tried to patch it with PatcherGUI, but I get an error about unexpected token "(".. if I remove the ( and ) patchergui freezes during patching. I am an idiot.. I was using an old version, sorry for your time. Oddly unhurt units get red fog penalties if other units get hurt o_O
  3. Hmm HexToPseudoCode.exe translates XGUnit.ApplyHPStatPenalties to code which has "(" and ")" and patchergui is complaining about it like "00 ( 1C <Engine.Engine.GetCurrentWorldInfo> 16 )"
  4. Wow, the upk code patching is indeed black magic xD I get the var reference thing, without a leftvalue the variable is a nop statement but I'm not sure how to setup the pseudo code. wouldn't the variable reference cause more problems that the regular nops? Since it has different memory/serial size.
  5. I am struggling with simple patching :\ I'd like to swap a virtual function with an instance variable in XGUnit.ApplyHPStatPenalties() : GetUnitMaxHP with m_iLowestHP in " fPct = float(m_GetUnitHP()) / float(GetUnitMaxHP());" , the virtual function's hex code is slightly bigger than the variable's so i shift "/ float(GetUnitMaxHP())" to the left and then fill the extra hexes with NO-OP UPK_FILE=XComGame.upk OBJECT = XGUnit.ApplyHPStatPenalties : AUTO FIND_HEX=1B 01 3C 00 00 00 00 00 00 16 38 3F 1B 04 3C 00 00 00 00 00 00 16 16 MODDED_HEX=01 f4 c4 00 00 38 3f 1b 04 3c 00 00 00 00 00 00 16 16 0b 0b 0b 0b 0b the resulting code in UE Explorer seems fine "fPct = float(m_iLowestHP) / float(GetUnitMaxHP());" but the game crashes :sad: What am I getting wrong?
  6. I'm not sure but I suspect there is serialized animation data in those UPKs..
  7. The recolor patch is in an usable state, normal cars get retinted, trucks too, the police do not because it's not straightforward to implement. The truck color ini needs configuration. The patch pack contains a DefaultMaps.ini (derived from the last LW test version) and DefaultTints.ini to extract in the config folder. https://www.dropbox.com/s/7rqew7o9d6glbj9/xcom_map_patches.rar?dl=0
  8. I was thinking of creating separate color pools for the trucks ,cars , police and taxis. It's quite easy to implement. All delivery vans on the map should have the same color for consistency. We could add redundant white colors in the INI to make them more frequent. US police can get only black and white. What about taxicabs? I've seen white ones, what should they color pool contain? @zyx, thanks for the link, I already found that a while ago, great stuff :) Crates, barrels and non prop containers don't get colored with the method I'm using, I think it's related to a component in the Materials. But building doors, lights do. About secondary colors, I select a random one from the pool and get it's RGB components, I can use a function that outputs the secondary color based on the input components.
  9. I'm grouping trains and trucks by kismet code, now the question is which secondary colours to apply? The vanilla ones are handpicked, truck and trailer, train wagon and it's floor/roof. I could make the truck darker than it's trailer, or make it complimentary or both. Any suggestions are welcome http://i.imgur.com/aCm2hDg.jpg http://i.imgur.com/qxuQO9M.jpg It looks way better with dark sweetfx filters
  10. Thanks :smile: I managed to group car doors in the cars. Trains, vans and truck trailers are going to be more problematic..I think that their elements are clustered together in the persistent level actor list https://www.dropbox.com/s/dijvo49lhm0i728/recolor.upk?dl=0
  11. The ini part is done, could someone populate the color entries? Here's the current format: The file is called DefaultTints.ini [XComUDK.ActorTint] Tint= (R=255 ,G=0 ,B=0 ) Tint= (R=0 ,G=255 ,B=0 ) Tint= (R=0 ,G=0 ,B=255 ) Tint= (R=0 ,G=0 ,B=0 ) Tint= (R=255 ,G=255 ,B=255 ) Tint= (R=255 ,G=255 ,B=0 ) Tint= (R=255 ,G=0 ,B=255 ) Tint= (R=0 ,G=255 ,B=255 ) I'll check if there is an easy way to group objects
  12. Hmm I'll check how ini loading is done in unrealscript
  13. Not all objects support these tints, in the screenshots every actor has it's colours changed but it does not apply to all, at least with the variables and functions I am using ( I have to try with the building walls ) all the upks I upload are "streaming maps", place them in the cookedPC folder and open Defaultmaps.ini, see that at the end of each entry there is a streaming map section, you have to append a new entry with the patch name ( mind the braces ). So the idea is to create these color presets and select a random one from the pool?
  14. @zyx hah, I thought you might like it :D I need to group the actors which are made of 2 or more elements. Also, I need a better function to assign colors,plain random red, green and blue function gives mostly fabolous colors which are not very common on cars. Any suggestions on a random function which does not use preset colors? Heres the demo streaming map for recoloring: https://www.dropbox.com/s/dijvo49lhm0i728/recolor.upk?dl=0 Another thing, can someone unlock the tints for shivs in the UI menus?
  15. The tints of some objects like cars can be changed dynamicly, here's test with random colours, the results are... funky xD The car doors are separate objects and get a different colour http://i.imgur.com/1BwVEO7.jpg http://i.imgur.com/5yBztO7.jpg http://i.imgur.com/lKVIlBa.jpg
  16. Yes,add as a streaming map to any map which has meld or a bomb.
  17. I cannot reproduce the slowdowns I had last time I tested, the patch seems to be working fine. Even if the nodes are invisible, they still provide cover and block pathing, players can guess their locations if there's a unit in range (but it could be an alien pod instead of meld/node) The only problem is that I currently support up to 5 meld pods per map, I'll try to make that variable
  18. In the tests I did the nodes/bomb/meld always showed up when spotted by a unit or a scanner. I am getting fps slowdowns after many mission restarts but I do not know if it's related to the patch, I'll test that intesivly today.
  19. If I distribute uncooked files I'll have to also bundle the script packages which I edit frequently. I can give you all the script sources if you want to make a mutator instead of using a streaming map. One more thing, I place all the extra volumes and my squad visible point on the map and then move them around, spawning them only when needed would be a better solution. Here's a link with the uncooked patch and script packages https://www.dropbox.com/sh/qowavvpkvfkp004/AAAIz7E5bdBCJXLiUvUPwLria?dl=0 And some of the sources, the rest is kismet and and objects with particular tags to filter them Some of these use a "wait for battle running" kismet widget, DynamicVolume is a simple volume I made ( It does not have any code in it)
  20. I really intended that for normal users which don't use devconsole, I type my dev commands at startup. @wghost, I think I managed to fix the squadvisiblepoint problem, by switching off the LOS blocking of the bomb actor (which is buggy by default, it only provides los blocking when it's near wall and not in the open, a while ago I did some testing) and raising the z of it's squadvisiblepoint by 64.. now my squadvisiblepoint triggers , but the bomb sighted does not always trigger on close quarters maps like the slaughter house. The bomb timer probably should start at 4 or 5 due the extra difficulty What's the maximum number of meld pods? The patch works for up to 15 bomb nodes, 5 meld pods and 1 bomb, but i can easily add more update: now the patch also hides the unactivated pod abductee (which moves along with the pod and is visible through the fog of war). I think only sectoids and thinmen had it. Also, I'm getting NetIndex errors because of all my incremental modifications to the UDK classes, it seems that the streaming map technique isn't perfect as I thought. It's fixable by recooking all the patches together but it's going to be problematic when multiple sources start edithing those.. anyone who wants to code his own udk classes will have to use a unique class package
  21. Got it :smile: here's a patch which hides the nodes/bomb/meld until they are seen by a unit. Works in LW with the random meld/bomb. https://www.dropbox.com/s/w53azoo4p2j3e44/patch_hide_randomized_objects.upk?dl=0 It's still experimental, the bomb does not always show when it's on a corner next to a wall.. actualy the bomb sighted dialogue does not trigger too, there's a problem with the Xcomsquadvisiblepoint I would recommend adding buttons/UI to LW to toggle devconsole commands "toggleFOW" and "show postprocessing", it's a different experience playing with one of those enabled, the maps have beautiful details totally hidden by the fog
  22. I think I found the code responsible for spawning abductees for secoids and thinmen, its in XComAlienPod. Removing CenterpieceMesh.SetStaticMesh(FoggedBodyMesh); should do the trick I suppose Also, I have in mind a method to hide nodes/bomb/meld pods until a unit has sight on the spot where they stand. This will prevent getting hints by tilting the camera and scanning the map. My proof of concept did not work because the it needs aditional tuning expained bellow Here's my idea: Hide all nodes and their particles Place a marker 96x96x96 volume on each node, place a XComSquadVisiblePoint on each node XComSquadVisiblePoint trigger a global event when seen by a unit An event listener waits for the event, when triggered it gets the instigator (the actor which triggered it), we search for the marker volume which contains the instigator (the XComSquadVisiblePoint), then we search for the node which is contained in that volume and make it visible The problem here is that XComSquadVisiblePoint triggers the event but does not set itself as the instigator, probably it would be required to code our own SquadVisiblePoint which does. I think I might pull this off with a kismet map patch, but each map with meld/bomb would required it
  23. Of course we could use a new type of volume, the xcom no spawn volume can block civvies and or aliens too. I think only sectoids have the abductee.. Probably it's even visible through the fog of war if the camera is tilted in the right angle.
  24. Here's a patch that adds a no spawn volume on the boulevard map, from the edge where the bomb stands (in yourscreenshot) to the center of the map, it's colored pink ingame with the cheat "show volumes" https://www.dropbox.com/s/rwrinm64v9y6xx0/NOSPAWN.upk?dl=0 Normaly I play with the "show postprocessing" off, revealing the entire map and boosting fps on my laptop but I can see the sectoid pods because they have a webbed abductee with them(it disapears when they trigger). Does anybody know where should I poke to remove the abductee?
  25. I can add no spawn volumes in some locations, does the random spawner respect those? Also now I can spawn soldiers and shivs with kismet, thanks to the dynamic loader
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