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chimeracreator

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  1. It should also be noted that creating or distributing ANY tool designed to bypass copy protection, which a diff patcher would be, is also a direct violation of the DMCA and thus illegal in the US.
  2. I have been trying to figure out a way to have all aliens enabled as soon as the missions start rather than forcing players to find the groups or have a preset patrol find them. So far the best way to do this I can think of comes from the class XGAIBehavior in the XComGame.upk file. It lists about a dozen different states with the first being "Inactive" which seems to either switch the pod to the podmove state or the active state. I believe the pod move state just functions as the patrol feature, while the active state causes the AI state to again change to ExecutingAI which is what is used for combat. I would assume the simple way to test this would be to swap the calls of GotoState('PodMove') to GotoState('Active'), but looking over the buffer for these sections no GotoState calls seem to be there which either means they use a different hex code than a normal GotoState call, or the buffer is reporting incorrectly which seems unlikely. If anyone else has been playing with this or other ways to get the aliens to be a bit more aggressive let me know. I was trying to dig into some of the spawn pod functions and spawn alien functions before, but so far this looks like it has the most potential.
  3. Thanks, I kept assuming it was using zlib compression. Good to know.
  4. Are you cutting the UPK's into chunks before using tools like uhood and ue explorer? I've had no luck with the unreal package extractor or decompressor when applied to it directly. I know the entire file isn't compressed as there are straight plaintext strings and uncompressed ogg stream files within some UDKs.
  5. What are you using to do the decompiling on the udks? I've had no luck sorting out how they're segmented so I can toss logical bits into IDA which has mostly stuck me trying to sort out string relationships, which doesn't tell much.
  6. How were you able to pull the class information from the upk?
  7. I hadn't caught that, but what makes it stranger is that the game has the entry "ITEM_TIME_BALANCE=1" which would point to it being enabled within the ini, but disabled elsewhere.
  8. So I've been playing around to see how item insertions work, and from what I can tell it is based largely on scripting events, but for the life of me I can't find what upk file these are stored in or any ini links associated with these. Here's a quick summary of what I've found so far which is mostly a retread of what's already know: 1. The defaultgamecore.ini stores both techbalance and itembalance entries which are used to determine how much time and resources are required to research and create items. These do NOT include links to special resources which means these are stored via a symbolic link somewhere, but the question is where. 2. All model / weapon combinations MUST be listed individually in the defaultcontent.ini file as these are referenced to armor kits and kit types. So a lot of copy paste is often involved in this even if using existing models. 3. Armor type determines how many small and large items you can use, so it's possible for an armor to grant use of two or more small items. So, has anyone had any luck pulling anything for this?
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