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bokauk

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Everything posted by bokauk

  1. I never use a controller for XCOM, so I'm not exactly sure how it works, but I took a look at it for you anyway and unfortunately couldn't get it to work. Doesn't seem you can even rebind controller buttons in the options menu? Unless I missed something, that's terrible! God I hate console-esk restrictions lol :sad: When I was making the Hot-Keys mod for ToolBoks, I realised how poor the user input for this game is, with specific keys bound to a specific function from what I remember. If you can't get it to work via the config file, you might need to delve into UPK editing, which seems a bit overkill for something that seems so fundamental. Let me know if you have any luck with the config file route though :smile: EDIT: I think Drakous79 might be the keybinds guru, so maybe ask if he knows in this thread.
  2. You can find the names of the buttons for the XBox controller in that same file :smile: Try these names taken from DefaultInput.ini: -Bindings=(Name="",Command="Use") -Bindings=(Name="XboxTypeS_A",Command="Jump") -Bindings=(Name="XboxTypeS_B",Command="ChangePosture") -Bindings=(Name="XboxTypeS_Y",Command="NextWeapon") -Bindings=(Name="XboxTypeS_Back",Command="") -Bindings=(Name="XboxTypeS_Start",Command="|onrelease showmenu") -Bindings=(Name="XboxTypeS_LeftShoulder",Command="obj list") -Bindings=(Name="XboxTypeS_RightShoulder",Command="mem") -Bindings=(Name="XboxTypeS_DPad_Up",Command="MoveForward") -Bindings=(Name="XboxTypeS_DPad_Down",Command="MoveBackward") -Bindings=(Name="XboxTypeS_DPad_Left",Command="TurnLeft") -Bindings=(Name="XboxTypeS_DPad_Right",Command="TurnRight") -Bindings=(Name="XboxTypeS_RightTrigger",Command="Fire") -Bindings=(Name="XboxTypeS_LeftTrigger",Command="ToggleTargetingMode") -Bindings=(Name="XboxTypeS_LeftTriggerAxis",Command="Axis aLeftAnalogTrigger Speed=1.0 DeadZone=0.11") -Bindings=(Name="XboxTypeS_RightTriggerAxis",Command="Axis aRightAnalogTrigger Speed=1.0 DeadZone=0.11")For example: .Bindings=(Name="XboxTypeS_A", Command="slomo 0.5") :smile:
  3. This probably isn't exactly what you're after but it might be sufficient for what you want if the issue is that the Geoscape time goes too fast. Open the file: C:\Program Files (x86)\Steam\steamapps\common\XCom-Enemy-Unknown\XEW\XComGame\Config\DefaultInput.ini ( or C:\Program Files (x86)\Steam\steamapps\common\XCom-Enemy-Unknown\XComGame\Config\DefaultInput.ini for EU ) Under the "[Engine.PlayerInput]" section, paste: .Bindings=(Name="U", Command="slomo 0.5") .Bindings=(Name="I", Command="slomo 1") When you're at the Geoscape, before you hit Scan, press "U" and this will slow time by 0.5 and the scan time will pass by slower . Then just press "I" to return time to normal. You can of course change this to 0.25 or whatever suits you, as well as specify which keys to assign. I think you might have posted a similar request in the ToolBoks thread which I didn't get around to replying to, so I apologise if you did :smile: EDIT: It seems that TB doesn't play well with another "slomo" line being added, so you'll get an error in TB when it tries to load those settings.
  4. This should work :smile: Just use the slider in TB to change it from 15 to what you want. UPK_FILE=XComGame.upk OFFSET=10730920 [MODDED_HEX] A1 UPK_FILE=XComGame.upk OFFSET=10730990 [MODDED_HEX] A1 { Hex Symbol Description A1 += Add Will A2 -= Default. Remove Will }
  5. See this post :smile: I was a big fan of the Amiga too, back in the day, especially a certain XCOM game :)
  6. This is huge and will unlock so much potential for XCOM modding! It's exactly what we need, well done! :D
  7. This is in the next version of ToolBoks, thanks to Amineri updating the modlet :smile: Hoping to release new version of TB over the weekend :smile:
  8. Just to confirm, this is a known bug in TB 1.6.0. This is fixed in the next version 1.6.1 and TB will now read/write the correct loose DGI file :) Update coming soon hopefully :)
  9. Did you correct the virtual size of the function? The wiki seems to be down at the moment, so I can't point you to more info, but the virtual size is at offset 40 (decimal) from the start of the function (I think). I believe Bertilsson has a tool that corrects jump offsets, not sure if it also corrects the virtual size. From what I remember, the virtual size should be one less (or more?) than the last token. It's been ages since I've done this, so sorry about the vague details. Hopefully the wiki will be up soon and I think it might have more specific instructions than I can give you off the top of my head :smile: I might be completely off, but just an idea to double check it has you hadn't mentioned it. Also might help if you post your code and bytecode because "modify some function in the Xcomstrategygame.UPK which means to add something and delete something" is almost as vague as my answer :wink: http://wiki.tesnexus.com/index.php/Category:XCOM_Modding
  10. Excellent work XMarksTheSpot, keep it up! :smile: For me, this is still the most impressive XCOM mod to date. You and everyone else who have worked on it have done a great job. Really good to see it's being kept alive :smile:
  11. OK cool, just checking. I know how tedious it is manually extracting them one at a time :)
  12. You do realise ToolBoks has an option to export all SWF files from all UPK files? There's no need to upload/download copyright assets, you can quickly and easily extract them yourself :smile:
  13. It's a command-line program. See the Usage section of the documentation.
  14. Is that the same UPK file that you edited? If so, try opening a decompressed but unedited UPK. Your hex change might have broken the decompilation routines.
  15. ToolBoks has been semi-updated and now has these options working with EW :)
  16. Great work as usual Amineri, but we've come to expect nothing less from you :smile: It is quite possible to map an object's name to its offset. A few weeks ago, I began re-writing how Custom Mods work in ToolBoks which would allow forward compatibility and lessen the burden of mod authors updating their mods after each update. Below is a revamped implementation of a Custom Mod that I was using to test this: NAME=Disable Friendly Fire (forward-compatible) AUTHOR=bokauk DESCRIPTION=New ToolBoks Custom Mod example to demonstrate forward-compatible mods by using variable names. Compatible with XCOM Enemy Unknown versions: - All versions? LOCATION=XComGame\CookedPCConsole\XComGame.upk>XGUnit.AddTargetsInSight OFFSET=153 INSTALL_HEX= { We want to modify the following code from: arrVisibleTargetsToUse.Length == to: arrVisibleTargetsToUse.Length < In this instance, this could be achieved just by changing the byte for the symbol, but for the purposes of demonstrating how this works, I'll include the variable name as well (the bytecode for symbols (==, <, etc) do not change between versions). Original bytecode looks like: 9A 36 00 80 B3 00 00 Broken down: 9A 36 00 80 B3 00 00 == .Length LocalVariableToken arrVisibleTargetsToUse The bytes for variables change when the UPK file is updated after a new version of the game has been released. Instead of hard-coding the bytes for the variable, we can type the name of the variable inside of parentheses. ToolBoks will then automatically convert the variable name into the correct bytes for the version of the game that the user has. Hex Symbol Description 9A == Friendly fire enabled 96 < Friendly fire disabled } 96 { .Length, LocalVariableToken } 36 00 (arrVisibleTargetsToUse) { Variable names inside of parentheses will be converted into hex by ToolBoks } { Without comments, it looks like: 96 36 00 (arrVisibleTargetsToUse) For this particular version of the game, ToolBoks will convert this to: 9A 36 00 80 B3 00 00 In a later version of the game, ToolBoks might convert it to something like: 9A 36 00 79 B9 00 00 This will make the mod forward compatible, as long as that specific function is not updated. } UNINSTALL_HEX= The "LOCATION" parameter would now allow you to specify where to modify by using the File>Class.Function notation (sometimes File>Class.State.Function), which would be the same between game versions. It would also be possible to modify the EXE ( LOCATION=Binaries\Win32\XComGame.exe ) to disable hashcheck, (read from loose DefaultGameCore.ini?) and also modify INI and INT files, allowing for all game files to be modified. With the above CM, I got as far as returning the correct function position in the UPK from parsing the LOCATION, but have not yet worked on the variables inside of parenthesis, so still a bit of work to do. As you mentioned, the next step up from this would be to write a compiler so you would only need to type: arrVisibleTargetsToUse.Length ==instead of: 96 36 00 (arrVisibleTargetsToUse)Although, both would be future compatible, which I think is the key issue for now. Regarding point 2 in your post referring to resizing functions; it is my understanding that this would shift the entire contents of the file after that point. This would mean that most offsets (including function jumps) would have to be corrected. I've toyed with the idea of looking into it more, but for me, this is the current holy grail of modding XCom and probably too ambitious for me to take on at the moment. Please correct me if I have misunderstood the shifted offsets issue, or you know a way whereby this wouldn't be a problem :smile: EDIT: Silly me, jump offsets are relative, so that part of it wouldn't be an issue :)
  17. From my research, it's been possible to modify soldier spawn point locations and move certain entities to different parts of the map (I think). If I remember correctly, even just moving a car would require moving several parts and even then, the coverpoints might not even move with the model assets. The map files also only contain the assets that are used within that map, and so it wouldn't be possible to include assets which aren't already used in that file. To do this, we would need to be able to add assets inside of UPK files ie. repack them, which is no small feat. I don't think we'd even be able to add additional cars that already exist in the map without repacking the UPK. Basic map editing such as moving existing assets like as trees and cars etc, I'd say is far more feasible, but still somewhat of a tedious process at best (ignoring the potential coverpoint issue).
  18. It's nice to know that when you're not spreading malicious rumours and misinformation about me that you actually find my work of some use. Perhaps next time you'll check your facts and file a bug report instead of stirring up an unnecessary sh*t-storm :smile: Good to know someone has gotten use out of the SWF Extractor :smile: . I'm happy to hear of any other similar features that modders might find useful, as long as it's done in a constructive manner, unlike previous "bug reports" :smile:
  19. I was mistaken about editing XComGame.exe via a Custom Mod, as it expects a UPK and checks to decompress it, generating an error. I plan to re-write the Custom Mods functionality to make it more extensible and so this issue will be fixed as part of that, hopefully including ini files. Modifying multiplayer ini sounds a bit naughty, although I'm not sure what would be possible with that. Anyway, getting a bit OT now. Feel free to post any ToolBoks questions in the TB thread :smile:
  20. Excellent, it should work with all UPks. I made that change when Amineri needed to mod Command1 as you mentioned :smile: In fact, I think it should be able to mod XComGame.exe as well, if that's useful to you :smile: Glad you got the spawn points working :smile:
  21. Are you sure? Do you get an error message or does the file just remain unmodified after applying the mod?
  22. Did you try editing the location values in XComSpawnPoint_##.XComSpawnPoint that I mentioned? I haven't experimented with dropship spawns, but I know the above works, at least for the map I tried it with. I'd guess that different mission types use different spawn points (it's been ages since I've played the game). For reference, I used URB_Bar and I loaded it using the Developer Shell > Tactical Game . I think it was spawn point 18 that I edited (XComSpawnPoint_18.XComSpawnPoint). :smile: If you still have problems, I'll put together an example :smile: EDIT: I've just realised you and Amineri have been talking about the dropship evac zone and art assets. Misunderstood, sorry :smile: I'm pretty sure I managed to move part of a car to a different part of the map, but it wasn't the whole thing, can't remember exaclty. I know it was a a bit of a pain though finding the specific entity and location coords.
  23. Thanks for the overview Bertilsson, I've missed so much! This is how the spawn point data is stored in the XComSpawnPoint_##.XComSpawnPoint objects: bytes 1-58 unknown float x float y float z
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