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Zyxpsilon

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Everything posted by Zyxpsilon

  1. I too would be much interested to find out what the Screenstack'ing principles truly are.. but maybe not for the same reasons as you do. To me, these all are HUD Layers guided by similar Flash-Assets and yet completely isolated in terms of "accessing" various components. A bit like the Strategy+Tactical+Geoscape+Avenger_AntFarm structures but with some tricky embedding elements archived in different (or in rare cases, common) UPK files. My latest attempt at creating a "TexMod" style tool (SwappImg) doesn't perform entirely as expected mostly because of the above dispatch system where Paths & referencing are both defined in either Flash scripting or conventional UC-IDE flow. https://forums.nexusmods.com/index.php?/topic/4077190-texmod-swapimg-code-breakthrough/?p=37800545 For example, the Spoiler from the above post has a custom image for the Xcom_default file that occupies the pending save box. This screen is attached to a formal click-on "ARROW" context like many others.. indicative that another layer is currently in focus. When such interactive Calls are done or prepared by the Engine, a series of code widgets participate into a "scrambling" of components.. Some of which hardly hidden in obscure code acrobatics --and this is where it hurst the most-- only Natively declared. Thus.. the mystery goes on. Until somebody can clarify these to both of us & many more modders, i'm sure. Crossing fingers. :smile:
  2. Two possible explanations; If your pool doesn't have enough pre-defined VIPs.. the randomizer principle takes over at any given time --EVEN-- if you still have a few at the ready. IIRC, a "normal" game requires at least 24 unique Characters. 12 for each Scientists & Engineers. Rookies and higher ranked soldiers are a bit tricky as well. Not sure how or where i've seen this dev precision (maybe it was an early video) but it seems the code mechanics are asynchronous to the various situations (and ways to acquire) such Troopers. It's as if the whole POOL has to be re-scrambled at run-time on every kind of ingame requests. This can cause weird temporary stack of potential "recruiting candidates" to fail the location (Monthly offers, directly from barracks, etc) dataset and thus, the randomizer triggers -- again. Soory i can't be more thorough than that. Although, maybe someone else has something better to share about such issues.
  3. Yet, i've still got some relatively important progress things to share; 1) SwappImg is getting very near to official release. It's a tool that mimics what oldish TexMod could do for HUD+UI customization.. only for XC2 and its quite tricky "Graphic Assets" structure. More details.. soon. 2) qUIck_FLG might soon receive a proper Mod-Options feature (( Designed via this excellent code gimmick -- https://steamcommunity.com/sharedfiles/filedetails/?id=667104300&searchtext=Mod+config )) where a number of useful Config-settings will allow players to control which & how many various Nationalities get into their games. Stay tuned, the entire QuiCK agenda is an on-going effort that keeps growing -- by the hours! :laugh:
  4. Been busy over the last few weeks... qUIck_FLG has been offering 201 more Cities for about two weeks -- did you know? :D
  5. See these two small but soooooo cool HUD symbols? http://s33.postimg.org/xvwe08pcf/Mission_Icon_POI_Special.png --- http://s33.postimg.org/rhpdxe7v3/Mission_Icon_Alien_Nest.png Well, we need an extremely skilled and talented team of Modders to just provide everyone with two new (complete) sets of Storyline Missions; #2.. Berserker Queen + #3.. Archon King If not Firaxis & 2K should certainly dig deep into their vast pockets for the necessary budgets to make those a reality. Now -- that, i'd be willing to call a true GIFT.. but not from Shen. :yes: Let's go someone.. make me happy, again.
  6. This .. http://s33.postimg.org/rsfi3fufj/IMG_flawtag.png .. is what i'm looking for, btw! ;)
  7. I don't want to sound a bit too "selfish" about what Credits you've declared for that mod.. but from the list written up on Page #1 -- my work on some of your graphic assets (Icons, INV images, etc) isn't mentionned. Please -- could you insert that slight precision, David? :ninja:
  8. Spiderman == Grapple. IMO, so it's not really that silly to imagine why any sort of true-to-facts Super-Heroes would suddenly start to appear as real selectable gameplay assets in their own rights. Gee, anyone that pays a regular visit to the Steam-Workshop can already realize how many such custom variations can (and certainly will) be found as various types of resources going from Pools to simple Face-Paints & Tattoos & nearly real 3d Models of Helmets & Armors. So please let the Creative Minds *DO* their amazing stuff for everyone interested. It's for the best, AFAIC. And if by some strange luck, some talented modelers *COULD* eventually make me that highly anticipated "SpiderMan" mod -- i'd be the very first to ask for HULK (( Newest AH Rage Suit, anyone?? )) and many others including Batman & Robin & -- & -- .... The amazing Fun is what we just make of it. Cool characters spice up the whole Journey & our personal storyline patterns -- no less. :wink:
  9. Gee.. just a few gameplay weeks (@Commander) later they finally started to show up. I can only conclude the proverbial RNG'esus was simply toying with my mind & patience and that i've bothered everyone with a silly post. Maybe the AH-DLC and/or Patch somehow changed the PCS logic probabilities from what they were in previous code versions. o_O Sooooo - sorry, move along -- nothing here to see. ;)
  10. Something's fishy on my setup... i'm already into July and i have yet to receive any PCS from loot. :sad: Not sure what could cause this flaw. Maybe it's a mod or another issue with the Engine itself. Anyone got a hint?
  11. Speaking of shown & properly active Panels (glad you found the fix for ToolTips as those are essential for an "Options" device like yours, btw)... have you ever been able to determine if many or just a few more layers are actually isolated from a primary HUD stack. I came upon some weird issues while trying to access certain graphic assets with the qUIck_RCP mod. Technically, the RankIcons are customized & recolored for example. And the symptom goes like this; when a Gremlin is sent to hack whatever, the bottom-left corner shows the soldier's symbols --except-- for the replacer Rank-Icon!! Secondly, when i spike the Hooking task at the Save/Load screen (pulled from the Shell structure, IIRC) via the newest Base+Extension code (designed by InfectedM & I) of our "SwappImg" mod-combo... the custom Xcom_default (Texture) can't replace its counterpart. It's as if that area (or screen layer) isn't accessed at the same functional level as other core principles like Avenger/Strategy, Missions/Tactical or Geoscape/Events. Could be Flash.. could be scripted restrictions.. or another Unreal code mechanic altogether. I just can't figure it out yet.. but i must since a lot of other optional systems could be included in the "SwappImg" UC to handle these stubborn resources aside from the static stuff i'm currently able to address directly. Of course if anyone else reading this could supply precise details on such stuff, feel free to comment too.
  12. Does anyone know exactly where this image (with a rainbow-like background) is archived in any of the multitude of different UPK files? It is mostly used when we fail to provide valid replacement assets or while the game Engine can't acces necessary resources. I've got some special code-duty planned for that sort of thing within the Upcoming "SwappImg" (TexMod alternative for XC2) mod. :cool:
  13. 1) Well.. that's where the formal (planned & currently under early development) MockUp would make things a lot easier to "visualize" my exact intentions. In general terms, i'd have multiple contexts each with its own dropdown-list (i feel 12-15 lines might fit in the current framework to leave room for other stuff) selection steps. All would follow the same structure created by the modular FLG versions (FP1 to FP5.. as shown in my Nexus thread & into the Workshop snapshots of the core FLG mod) whereas unique access to a few settings (such as.. UnitWeights=Slider, ID-Tag=Symbols, On/Off=CheckBox, maybe Languages=DropDown-Defaults & Race types==DD, etc) belong to each individual Country lines. FP(#) supply exactly 41 Nations maximum each while FLG has the basic 36 (US to Venezuela). Check/OFF shopping list is a relatively good term to define how people would activate (or lock away) anything from these lists. A bit like the RECRUIT button above that is in fact an indirect (embedded) drop-down structure that could host the selectable settings (=)'s -- some of which needing to be nested (Languages & Races) as well. Complex, yet simple. :ninja: Ideally too... specific buttons should offer direct contexts. Like --- FP1.. FP5.. Continents (NA, SA, EU, AF, AS, OC) & some Regional Groups similar to what's used to expose the Flags contained in every packages.. Only Bonuses (Batman, StarTrek, etc).. Favorites (configurable).. and so on. 2) As references if possible but still highly desirable, the UI would then show up direct relationships between Lines and what they each have to offer. Generally speaking, this intuitive method "accelerates" the process of detecting what players really want. 3) Of course, Save'n'Load principles with maybe custom "Naming" convention of the necessary Config files! Trick here i guess is.. If MCM can offer as many optimal components (IDE or features) as possible.. Then players will be attracted to the power in that device.. Else.. the cool factor is being lost in somehow limited controls some people would tend to wish for in the near future -- or immediately! :wink: qUIck_FMO (Flags Mod Options) is just a dreamy device as of today -- yet, the code & tasks seems pretty simple to handle. Thanks to good tool design decisions you've already taken -- so far. There you go. Soooo busy lately with the wild SwappImg mod (which worked flawlessly on my benchmark tests ealier this afternoon) .. i can't seem to find quality time for FMO. Soon, baby, soon! :smile:
  14. Speaking of UI coding.. is there any "easy ways" to just somehow hi-jack some key gfx assets to enhance various (default or new) components of MCM? Here's what i mean. As i am trying to prepare a solid Mockup of the qUIck_FLG mod-options entirely built with your tool, i came upon a few tricky principles that would need to use indirect functionality found in different areas of the vanilla content or screens. These are purely Flash devices, granted... but i feel it wouldn't take a lot of busy work to exploit these resources directly without much "custom" adaptation coding. Basicly, the drop-down lists (of nationalities -- editable) would almost mimic the RECRUITS screen.. see below; http://s32.postimg.org/ptcp6m6md/Flags_Names_Drop_Down_List.png These names are simply being replaced by real "Countries" while the cool (RECRUIT) green button and its embedded Arrows animation might host other details related to *this* mod and various options. So, all i'm saying is that multiple frameworks are readily designed by the game itself while precious & highly variable HUD concepts (even when constructed with minimal core assets like what MCM currently offers) could receive Hooks to a variety of structured flows of relevant data & gfx elements. To me, the essentials can be demonstrated by what RealityMachina was able to provide in his brand new "Buildable Hunter Weapons" mod and how he managed to create a relatively obvious set of options via purely basic MCM implementation.. but still, without some extra IDE/UI graphics (that i wish anyone could just have handy). Think it over -- please. :wink:
  15. I dunno what's happening at this point with SuperD's coding tasks... all i know is that "LAByrinth" development has somehow stalled. I guess, we might have to just wait even more until the last DLC (Shen's Gift) adds extra content & gameplay mechanics. Heck... the AH rulers need to be inserted into the Tech-Tree design yet again!! :wink: ------------- ! EDIT (02/06:PM).... So, i gave myself until early June to take a final decision about this project. It's really sad but i have no choice but to consider the predicted coding task(s) by SuperD abandonned. Along with creating that wild interactive Tech-Tree and its cool features. Dissappointed is a small word to describe how i feel right now.. after almost three full months of extensive work done on the concept itself -- it all goes to waste as of today. Unless i get specific news, facts & details from him otherwise -- LAByrinth is a miserable "collaboration" failure. :sad: :down:
  16. Didn't Firaxis Devs stated via the usual change notes that the AH-Patch had resolved some weird issues with such Tooltip "functions"? This probably mean the old ways of accessing certain methods have been revised as well, no? IIRC, it's the sliders for (Anarchy assets & custom mods) that weren't responding correctly to the call instructions you are referring to. PS; I will soon have a proper mockup of the planned FLG options for you, but i first had to work (prepare release & design minimal documentation) on the "SwappImg" toolset with InfectedM... it's near completion while some more small test steps are still required before making it all official. :geek:
  17. PS... @Amineri, InfectedM has just completed the whole scripts for the above. Two of them.. 1) Base UIMCController generic receiver code & 2) Various customizable transmitter(s) that supply pathing data for necessary Image(s) swapping -- at will. I'll PM you these files to get some feedback and/or opinions, suggestions, hints, etc. I feel we're onto something important here and i certainly don't want to wreck it all with silly mistakes or lack of extra (necessary) components.
  18. AFAIC, this concept (and other principles) is now officially taken over by krj12's solid Mod version (( https://steamcommunity.com/sharedfiles/filedetails/?id=684900176 )) which currently offers the basics for much further development of the essentials. I am very happy about this wild stuff. It's excellent news for anyone having extensive Pool lists.
  19. This mainly happens when you load a Tactical Save right after activating new Mods.
  20. Gee.. both of these hints are exactly what i was suggesting in our chat yesterday evening! ;) Funny how a slightly indented Bracket can do to a conditional loop (( or two! )). And -- UIScreenListener_UICustomize class name was also mentionned. Glad everything if fine now. ;)
  21. Well.. finally after some careful thoughts and a quick Chat session with InfectedM earlier this afternoon, i think i (ahem' .. HE & we) will heed your advice (as suggested by your example above) on creating the TriggerEvent + Tuple + Hook(s) combo solution, Amineri. He was sharing the overall perspective of your "principles" and how that stuff should potentially solve various issues with other mods while neatly offering compatible assets (or reserved features) for the long-term. Although i'm not heavily skilled like you both, i have to agree the stable concept (of such interacting hybrid-dispatch methods) is very appealing if not important. With that many custom Images (etc) to swap somewhat & almost anywhere at will... i'd say it's far better to have solid (versatile) code from the get-go. Stay-tuned.. we'll get there. And, thanks again. :wink:
  22. Sorry for the late bump, but i seriously need to get this off my mind to rationalize current plans for (much) more Swapping later. @Amineri please (or anyone else that could explain or inform)... Referring to that rather simplistic line from the initial UIMCController above; Param = Repl(Param, "img:///UILibrary_StrategyImages.GTS.", "img:///qUIck_GTS4_UILibrary.GTS.");If i were to just create a new entry into that generic mini-loop like this (or even in some entirely new Class from within another Mod).. Param = Repl("img:///UILibrary_Common.Head_Shen", "img:///qUIck_FIX_UILibrary.Head_Shen");http://s32.postimg.org/ec7pvoe1d/Head_Shen.png ... default "Purplish" version replaced with that one! Would it actually grab that single IMG file without considerations to whatever extra param if not there?? It's a weird technical instruction that i just can't find any coding reference for. Next would be that too -- if possible anyway; A dream to have, task(s) to work at.. AFAIC. :D
  23. Excellent.. means we (now) have a good alternative to LWS-ToolBox system. I've got nothing against them.. except maybe being forced into "activating" a few features we just don't want or that we already had solid solutions for with other mods. Trick (for me) will be to actually make proper use of certain coding principles as to implement particular stuff. I really hope to get some timely help from the community (and the MCM coders) for these attempts -- eventually! Many thanks for that completed device. :D
  24. On the very first Page (maybe along with the Fortress Kill/Count too) as per post title! 638 is only a sampling total... Now.. THAT i'd love to see if someone could pull it off, somehow! :D
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