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Zyxpsilon

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Everything posted by Zyxpsilon

  1. ** Might as well re-post this request for help that i had written up in Pavonis Forums... --------------------- Totally confused by this strange flaw. Just want to include a few changes to various ingame strings found in that usual file. As anyone may know i'm already making extensive use of HTML compatibility to create a lot of custom stuff (LAByrinth alone has thousands of edited lines!). Soooooo.. when i tried to do a very simple test with the Classes Names (Barracks, Customization, Loadout, etc) from within an upcoming mod (qUIck_LW2) via such tricks... [LWS_Technical X2SoldierClassTemplate] -DisplayName="Technical" +DisplayName="<font color='#5EEE00'>Technical</font>" [LWS_Specialist X2SoldierClassTemplate] -DisplayName="Specialist" +DisplayName="<font color='#009700'>Specialist</font>"... and so on. They just won't transfer correcty to the UI as intended.. BUT, if i manually edit the original file itself directly from LW2 Localization folder -- it works.. as show by this snapshot. https://s23.postimg.org/5hanvhsaj/RCP_Sample1.png That's really weird, IMO. Then, what am i missing?
  2. I'll be releasing a major new Update to this mod .. very soon. So, there will also be some gimmicky task for my subscribers. Details below... ------------ Some of the GFX/Flash components used by your default XComGame.INT file aren't responsive to a few modded strings from within my next version. Thus -- in order to get the exact same small HUD changes as i do (until we find how to do this stuff directly), you'll have to manually edit the Vanilla file itself that can be found in this folder; (YOUR--Drive#):\Steam\steamapps\common\XCOM 2\XComGame\Localization\INT Here's what they should look like InGame once the file has been edited... Be aware that official updates (VERY rare at this point) would most likely reset these changes to what they once were. So, the manual editing process would need to be redone again. It's relatively simple. You'll be rem'ming the defaults with a semi-column ( ; ) and then, add these new alternate lines as shown below. -------------------- (( Line #8989 )) * ADAPT Menu Button From ... [uIAvengerShortcuts] ;LabelCQ_XCOMDatabase=XCOM Archives LabelCQ_XCOMDatabase=XCOM Archives + LAByrinth <img src='img:///UILibrary_Common.status_revealed' width='24' height='24' vspace='-4'> (( Lines #9683+9684 )) * REPLACE default Archives Header From ... [uIInventory_XComDatabase] ;m_strTitle=XCOM ARCHIVES ;m_strSubTitleTitle=ACCESSING DATABASE... m_strTitle=<font color='#27AAE1'>LAByrinth</font> m_strSubTitleTitle=Revealing some FACTS... (( Lines #10751+10754+10757 )) * REMOVE three "MAKE .. AVAILABLE" clutter From ... [uISquadSelect] ;m_strStripWeapons=MAKE WEAPONS AVAILABLE m_strStripWeapons=Ω WEAPONS ... ;m_strStripGear=MAKE ARMOR AVAILABLE m_strStripGear=Ω ARMOR ... ;m_strStripItems=MAKE UTILITY ITEMS AVAILABLE m_strStripItems=Ω ITEMS ... (( Lines #10760+10765 )) * ADAPT Load-Out Button & ADD "Optimal-Skyranger IMG" inside its ToolTip From ... [uISquadSelect] ;m_strBuildItems=BUILD ITEMS m_strBuildItems=BUILD ••• ITEMS ... ;m_strTooltipBuildItems=Quick jump to Engineering to build items, and return here. m_strTooltipBuildItems=<img src='img:///LABy_UILibrary.LABy_OptimSKR' width='256' height='128' vscape='0'>\nQuick jump to Engineering... ------------------ ! Done !
  3. Cool! I wish you the very best of luck with that concept. It might very well be exactly what some people prefer for their Tactical Info Panel! :)
  4. Cool (and still -- thank you in advance).. yet, i regret having to indirectly rain on your parade -- but, someone has already gave (Mid-August) this sort of stuff a wild ride! Have a look at this efficient concept "TacticalUI KillCounter" Mod by Luminger; https://steamcommunity.com/sharedfiles/filedetails/?id=749138678 It uses a system of "Numerical Values" rather than (my suggested) visual Red/Pips/On/A/Bar. I certainly D/L'ed that one when i first saw it in the Steam/Workshop.. no problems with that so far. Don't let it stop you from giving your own version to the community though! ;)
  5. Good advice.. yet once that "hook" has been found (and proven to be the exact trigger of that whole cinematic process), what has to be done in Kismet to interrupt it -- correctly? I know, the (customized/resaved).umap file would need to be inserted into the content folder of a "generic/blank" mod for the engine to recognize that it's there. But that is all i can currently grasp code-wise. What eludes me is the Kismet-Language (( It's a visual structure but even UE online help isn't user-friendly, at all! )) and how various details should allow us to control whichever instruction(s) to adapt our goals to a valid code mechanic.
  6. Robojumper hinted me about the Obj_Fortress.umap file and how it might be possible to use Kismet editing tricks to do what i need. Sooooo.. i just went into the SDK editor, was able to somehow load the targeted script, took a quick look at multiple curious things in there.. and.. I have absolutely ZERO idea how to handle this giga-mess of super-connections & other special instructions. Any other help?! :)
  7. Anybody found an easy way to just skip the whole sequence of CutScenes (mainly processed along with the CIN_Victory.bk2 movie file with their Audio-Tracks layered onto it from external event-calls) after we kill the last Avatar in the Alien-Fortress mission? I'd just want to have direct access to the "Four Pages Results" phase -- only! Ideally via some configurable Mod if possible.. please?? ;)
  8. I'm also having troubles contacting him (for our LAByrinth mod code tasks, mainly)... seems he might have lost interest in XC2 stuff. Unless otherwise stated by him, i have to assume that's the case - currently at least! It's sad really since he created huge gameplay stuff over the last few months. Let's hope together, he'll soon return.
  9. Execution of commandlet took: 59.99 seconds Yup.. just that weird split second was staring in my face. Laughing outloud. :laugh: There was this terrible Storm raging outside & call me Lucky or not... as soon as i had closed ModBuddy -- the (from reality) sparks started jumping through wires until they reached my PC outlet. Black-Out!! Then i realized.. what if that PC had still been in the middle of a compiling process? Zap. :sick:
  10. How about re-purposing the "Edit/Remove" self-opening+closing function.. wouldn't that also allow to control how any (horizontal) areas of all Panels at once? I know you're getting near to Tuple/Solutions or even pushing off whatever else -- but i still feel the most rational way would be a simplistic re-location of the guilty "Button" -- only.
  11. I just took a qUIck look at their UC scripts and i feel the "UISquadSelect_LW" file has the necessary calibrated Float values (completely in the end within the DefaultProperties section) you're after.. --------------------------------- ListHeight = 310.0f MaskHeight = 460.0f ListItemClipAmount = 211.0f UpperRowShiftAmount = 124.0f PromoteShiftAmount = 43.0f HeavyWeaponShiftAmount = 46.0f UpperRowDefaultY = -575.0f LowerRowDefaultY = -350.0f ----------------------------------- How & what to do with this info is up to you now! :smile:
  12. Oh - Gotcha.. ToolBox is such a "weird" code, IMHO. Still - good luck finding the right solution. And thanks for your support of my Mods! ;)
  13. This might not be what you're looking exactly for hambil... but i think it's somehow related nonetheless. First.. look at my custom bottom buttons; The "MAKE --- AVAILABLE" strings are all simply gone from the area .. indirectly adding some spare space to the total width extent. This is done by editing the corresponding localization entries from XComGame.INT file and replacing the too wide text with a single symbol ( Ω ). I just have to wonder if such kind of indirect tricks could be applied to your HUD obstructions problem -- somehow. :geek: Secondly, i also know RoboJumper was able to turn the new SG/DLC HP bar off (( To help out SMTS with another issue as it happens! )). His code might offer you some clues to tackle gfx framework calibration of any similar UI components.
  14. Spectacular news this evening Folks! LAByrinth .. has been officially released. Get it from this Steam link; http://steamcommunity.com/sharedfiles/filedetails/?id=726644031 :wub:
  15. Sorry for posting this here then -- it's just that when i see that "TT-Avatar symbol" i always feel like it's a rare opportunity to mention anything while you have recently contributed to any threads. Anyhow.. looks like you took care of it by updating EvacAll ealier this evening.
  16. TT, have you checked "EvacAll" against the VIP-Extraction mission(s) since SG updates.. cuz, there's been reports the ending script is being screwed up like Bradford stating the VIP is dead but it isn't.
  17. Hold on E3245... Gildor's UE-Viewer (along with umodelGUI) can certainly open almost anything (LZO decompressed if need be) from XCom2.. even the newest SG/DLC assets. Mind you -- i'm still using an older version of that tool (17/08/14) since most subsequent executable(s) just failed to hook correctly with the essential GUI options. As for adding (more) support, i can't really tell but as long as *the above* works i don't care much if something new from that Russian guy might become available. He's already made it clear some titles shall never get full support however hard peoples ask. ;)
  18. Honestly.. there are already some workaround solutions to add visual "cues" to details & infos. Using localization strings components and HTML formatting. Here's a quick example of what can be achieved.. this is an early rendering of what LAByrinth will (aside from the whole custom XCom-Archives search Index-Tree & other tools) offer to players; Inventory, BlackMarket lists (( BUY gets the cool cyan layers! )), Engineering (etc) are enhanced by such graphics too, btw. :wink: That possibly reminded you of the "Tiny Tags" used aside from customization options .. initially brought up by Anarchy-Children DLC, IIRC. Soooooo -- technically, a lot of various gfx components can be tricked into whatever HUD concepts anyone could think of. It's a simple matter of design and necessary packaged resources. :geek:
  19. Rusted derelict "Robots" everywhere.. Turrets popping up in wisely devised LOS locations.. stalking the squad.. self-destructing often enough.. numerous yet vulnerables. This new storyline mission has more hearts than strategic mechanics -given- but you'll still find yourself wondering why our dear Lily Shen is basicly that rare Chief-Engineer without particular assets other than the usual specialists' Gremlin. Yep -- she's the cinematic edge of the whole ride. Spicy, gimmicky, lovely. To me... the most interesting tactical features of that heavily scripted map can be described like this; 1) Elevator shafts that can only carry a single person at a time. Everyone must go up.. anyone waiting for their turn has to be on high alert for backstabbing presence. 2) A safety room to protect from gas leaks where a prototype device (magically touched into re-activation) proves to be the only immuned battle unit that can reach the next elevator switch-on panel. 3) Doesn't really matter what weapons or armors you luckily brought along.. once on the roof -- a Sectopod MUST (or should) be bombed-frozen once to absorb extensive damages from everyone before collapsing. Mission accomplished! Counting up the wrecks that certainly reminded me of that superb Chryssalids Hive trick in Newfoundland within EW. In general terms.. this gameplay concept absolutely fits right into XCom2 premise; Kill & Kill again with everything you can mustard -- with or without care for defensive overwatch cycles. Loved it sooooo much (the stress, the visual candy, the methodic combat patterns) -- i'm really looking forward to replay this stuff, again & again & more times than difficulties level can offer me.
  20. Well if you are in some "regular" contact with Firaxis staff.. could you please pass-on a weird request from/for me?!? I'll be updating various SG graphic assets to my qUIck mod principles. First thing i'd really like to get my dirty hands on is the class_spark (180x180) source file (be it TGA or ASVG). The in-game 64x64 is highly compressed while it looses resolution & details that require different filtering for my coloring steps. Whatever else i can take of rather easily. ;)
  21. Gee.. just checked that file in my SDK folder & it's already like this... [sourceControl] Disabled=True AutoAddNewFiles=True Weird.. that something would be flawed in some people's files and NOT on my system. Mind you -- i haven't had any troubles with SDK nor my whole bunch of custom Mods (even from their folders both in XCom2 & SDK). I'm really starting to suspect.. the installation process is missing a core DLL for Win10 OS.
  22. @Joshua, Yes it opens up just fine overhere. PC-Context == Windows 7HP-64 bits. I have yet to try re-compiling anything but i suppose it should work too. @abeclancy, If i had to guess.. this override trick must be triggered by a formal UC script transit file. How & what to use remains to be determined though.
  23. Keep 'hem coming those recent reports about anything everyone & thanks @Dragon32! :)
  24. I've also discovered another issue with installed mods and their Config.INI files. I think it might be related with both Steam tracking of updates **and** how the new ModBuddy deals with XComGame.u(+pk) to allow pre-allocated overrides via external Mod scripts. It seems each folders are being re-scanned and if that process finds any '''CUSTOM''' ini(s) -- it will automatically re-write these files with the default(s) it has on LOG. Duh! Mind you, i normally have a few edits made in such files to personnalize whatever.. and thus -- if we don't have proper backups, all these settings get lost in the weird updating steps. AFAIK, there's no way to tell if & when such auto-fixes get rolled out. Maybe it's hooked to the Verify/Cache or anything else introduced by SG + SDK changes.
  25. MedKits ability Icons aren't showing up in the bottom bar?!? Anyone has that weird flaw? EDIT; I must have been confused by the SG Update as these weren't really shown before when Gremlins have Medical-Protocol.. but only if the specialists opt for Combat-Protocol while carrying such MedKits. It's a weird feeling nevertheless. :ninja:
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