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Drakous79

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Everything posted by Drakous79

  1. Maybe you edited the wrong entry. Open Binaries\Win32\XComGame.exe in hex editor, like HxD and find: decimal offset 22535260or hexadecimal offset 0x157dc5cand change hex 58 to 57. Basically it changes XComGame\Config\DefaultGameCore.ini to WComGame\Config\DefaultGameCore.ini Next open XComGame\Config\DefaultGameCore.ini and change: iType=eItem_ArmorKevlar, iHPBonus=1 to iType=eItem_ArmorKevlar, iHPBonus=10 so you can confirm it is working. You can try also XCOM Enemy Unknown/Enemy Within Mod Helper with XCOMModHelper -c EUConfig.xmlJust alter EUConfig.xml to patch only loose ini files loading. Also phone home has to be disabled or Steam in offline mode. // hosts 127.0.0.1 prod.xcom.firaxis.com--- You can also search for unicode string prod.xcom.firaxis.com in XComGame.exe and invalidate it to disable phone home.
  2. Yes, it can be done. Open XEW\Binaries\Win32\XComEW.exe in hex editor, like HxD and find: decimal offset 21576620or hexadecimal offset 0x1493bacand change hex 58 to 57. Basically it changes XComGame\Config\DefaultGameCore.ini to WComGame\Config\DefaultGameCore.ini Next open XEW\XComGame\Config\DefaultGameCore.ini and change: iType=eItem_ArmorKevlar, iHPBonus=1 to iType=eItem_ArmorKevlar, iHPBonus=10 so you can confirm it is working. No need to disable phone home at this moment. You can try XCOM Enemy Unknown/Enemy Within Mod Helper with XCOMModHelper -c EWConfig.xml
  3. Haven't found any way. Patriku, MAC users can find DefaultInput.ini in <Steam install path>/XCom-Enemy-Unknown/XCOMData/XComGame/Config
  4. Cool! My bad, had named references, not labels on my mind, so I'm happy :) Patching multiple files is still doable with copy paste approach, and when it could ease mod file creation for patching textures, I think it can wait.
  5. Thank you :thumbsup: I bet more people dreamed of this. Can be labels used in FIND_HEX too? Have you implemented an ability to patch multiple files with the same code yet? :) I'd like a label, that can write absolute file offset (4 bytes) of following byte. Like 01 01 01 01 05, where 01 01 01 01 is absolute offset of 05. It is seen in Texture2D object, but I will confirm, if it is really needed, if correct offset matters or not.
  6. Thanks for sugestions. I can scan a badge, that came with original game preorder. There are 3 unused flags in the texture, so we may add 1-3 generic flags, that can be accessed via DefaultContent U V coordinates. So far I've been unable to display only certain part of the texture defined by its alpha channel. It must be easy in UDK, like adding BLEND_Masked property to a material and connecting it with texture's alpha channel, but it is going to be harder in hex. Flags texture is set in all decos and armors (36 files) and some cinematic files, where each file contains the texture. I am after model's UVW map and scale value of the texture, but my current knowledge of XCOM mesh objects = 0.
  7. Have you noticed women have smaller weapons and are holding them wrong? Well, the size part can be solved in XComGame.upk, XComUnitPawn.AttachItem. May be old news. if(bIsFemale && !IsA('XComMecPawn')) { MeshComp.SetScale(0.750); }Wrong holding seems to be model issue. PatcherGUI mod file (try FLOAT=2.0):
  8. Glad I could help evilmunky80. One last question. Was it correct Binaries folder (not XEW/Binaries)? Because I've done all posted steps and Strategy.txt is working as expected. It must be in the correct folder and exec command must be defined in the correct DefaultInput.ini.
  9. You can chain commands: [Engine.PlayerInput] .Bindings=(Name="F12",Command="GiveResource Money 1000 | GiveResource Elerium 100 | GiveResource Alloys 100 | GiveResource Engineers 10 | GiveResource Scientists 10 | GiveItem WeaponFragment 100")--- Have you put Strategy.txt into XCom-Enemy-Unknown\Binaries ? There is build.properties file in the folder. Also Command="exec Strategy.txt" have to be without typos and with correct straight quotes.
  10. That is strange. Can you try: [Engine.PlayerInput] .Bindings=(Name="F12",Command="Exit")or [Engine.PlayerInput] .Bindings=(Name="F12",Command="GiveResource Money -99999")If these commands work, then problem is with Strategy.txt. I posted my Strategy.txt in the second post of this thread.
  11. Thank you Dubious :smile: Glad I could help. tested it with the latest patch and it works. It could be coded for more settings, but I think people like to customize by themselves. When I play, I usually customize only soldiers, that survive for some time :smile: and only their nickname, armor tint and helmet. What I'd really like is separated tint for weapons and armor.
  12. Tactical binds in this patch work once again from DefaultInput.ini. [XComGame.XComTacticalInput] section is no longer present in DefaultGame.ini.
  13. I've updated the 2nd post of this thread with tutorial. Cannot log to Nexus Wiki once again. Also I'm happy to announce, that since patch 3 (Changelist: 402256) tactical binds work once again from DefaultInput.ini. Like: [XComGame.XComTacticalInput] .Bindings=(Name="F12",Command="UIToggleVisibility")
  14. evilmunky80, are you playing Enemy Uknown or Enemy Within? It is important to work with correct files and folders. XCOM Enemy Unknown XCom-Enemy-Unknown\XComGame\Config\DefaultInput.ini XCom-Enemy-Unknown\Binaries\Strategy.txt XCOM Enemy Within XCom-Enemy-Unknown\XEW\XComGame\Config\DefaultInput.ini XCom-Enemy-Unknown\XEW\Binaries\Strategy.txt Also make sure you're pressing ALT + F9, because you have Alt=True set. You may put new lines at the end of DefaultInput.ini like this: [Engine.PlayerInput] .Bindings=(Name="F12",Command="exec Strategy.txt")I use F12 and no problems. But some computers like MACs can have system or app shortcuts on F keys. Also you may need to change screen few times, before you see the change.
  15. Well done ghost :) I see you don't have ReturnValue there. Isn't it needed?
  16. Mess again, numbers in Version.txt differ. XEW\Version.txt Changelist: 401776XEW\Binaries\Win32\Changelist: 402256XEW Updated files: Binaries\Win32\SteamQuery.dllBinaries\Win32\XComEW.exeBinaries\Win32\XCOMLauncher.exeBinaries\Win32\en\XCOMLauncher.resources.dllXComGame\Config\DefaultGame.iniXComGame\Config\DefaultInput.iniXComGame\CookedPCConsole\All upks with _size file (except Startup_LOC...)XComGame\CookedPCConsole\GuidCache.upkXComGame\CookedPCConsole\XComUIShell_SF.upkBinaries\Win32\Version.txt Date: Wednesday, March 05, 2014 3:01 PM Changelist: 402256 XComEW.exe 1.0.0.9040 10. 3. 2014 19:00 (probably time I downloaded it) EU stays at 398179, no change.
  17. Soldier's initial appearance can be set in XComGame.upk, XGCharacterGenerator.CreateTSoldier. We already touched this topic in Cybernetic Warfare Mod - ideas and planning thread, point 2. Helmets for everybody! Especially for starting and hired soldiers. With new shiny armor tint! Hex changed, but process is the same. Helmets have to be filled into an array by GetContentIds calls and a loop clearing helmets from the array has to be disabled. Then it takes 2 new lines before calling return kSoldier: kSoldier.kAppearance.iHaircut = Hairs[X]; kSoldier.kAppearance.iArmorTint = X;Where X is your desired number. I am calling the array Hair, because Hairs is just plain wrong. Below is mod file for PatcherGUI 2.3 (and higher) and XCOM Enemy Within. Just save it to text file and feed it to PatcherGUI. You can change numbers to your liking.
  18. Thank you Dubious. --- Mod file (tested with PatcherGUI 2.3) below changes country labels of Indonesia, Pakistan and Iran. For an example, Pakistan label is changed to Zimbabwe, so it points to updated image. case 14: // eCountry_Pakistan return "_pakistan"; // is changed to _zimbabwe The mod works with XComGame.upk, UIUtilities.GetCountryLabel and basically activates new graphics. Test save with soldiers from new countries for download (Dropbox).
  19. Good idea :) But they should really test stuff before releasing it.
  20. Dubious, it would be great to satisfy everyone. Such mod needs user interface to install (something like ToolBoks has) and images of all flags (for UI and pawns - or for UI and one generic image for pawns). The programm would have to alter DefaultContent.ini, ECountry enum?, put new images into UICollection_Common_SF.upk and armor model files, add soldier names - all depending on countries selected.
  21. Tested graphics by replacing flags of USA, China and Egypt with: Indonesia- ratio 2:3 (stretched)Iran - ratio 4:7 (cropped top and bottom)Pakistan- ratio 2:3 (cropped top and bottom)UI flags have proportion ratio 1:2 (width:length), so I had to crop some data. Also I let there 1 px border, which is side product of antialiased export. It looks not bad, especially where white or dark color end. Also images of ranks obscure parts of flags. Could be worth moving ranks bit to the right and flags to the top left considering barracks view. Works without Texmod :smile: http://i.imgur.com/mzNjjkf.jpg Indonesia (Wiki) Proportion 2:3 (width:length) The red stands for courage, while the white stands for purity. The red represents human's body or physical life, while white represents human's soul or spiritual life. Together they stand for a complete human being. Colors (source) Red - RGB: 178, 34, 52 | #B22234 White - RGB: 255, 255, 255 | #FFFFFF Iran (Wiki) Proportion 4:7 Green in the Iranian Culture it symbolizes Growth, Happiness, Unity, Nature, Vitality, and the Persian Language. Historically Green and White in a triangular form used to be the Flag of the Persians (Pars). White stands for Peace as in many other Cultures. In the Iranian Culture it also symbolizes Chasteness, Equality, Freedom, Honesty, and Power. Red stands for Martyrdom. In the Iranian Culture it symbolizes Bravery, Fire, Life, Love, Warmth, and Sophistication. Historically Red and White in a triangular form used to be the Flag of Medes (Mada). The emblem is a highly stylized composite of various Islamic elements. Colors (source) Green - RGB 35, 159, 64 | #239F40 White - RGB 255, 255, 255 | #FFFFFF Red - RGB 206, 17, 38 | #CE1126 Pakistan (Wiki) Proportion 2:3 The green represents Islam and the majority Muslims in Pakistan and the white stripe represents religious minorities and minority religions. In the centre, the crescent and star symbolizes progress and light respectively. The flag symbolizes Pakistan's commitment to Islam and the rights of religious minorities. Colors (source) Green - RGB: 0, 102, 0 | #006600 --- Mod file (PatcherGUI) bellow replaces unused and not enumerated flags of Kenya, Saudi Arabia and Zimbabwe with enumerated flags of Indonesia, Pakistan and Iran. It writes uncompressed image data without headers and stuff. The replacement is following: UIFlag_kenya = IranUIFlag_saudiarabia = IndonesiaUIFlag_zimbabwe = PakistanYou can replace OBJECT=gfxXComIcons.UIFlag_kenya (saudiarabia, zimbabwe) with OBJECT=gfxXComIcons.unitedstates (unitedkingdom, china etc.) to see new flags in the game. Flags are not recognized by action scripts yet.
  22. Looking at UI flags, their proportions seem to use 2:1 ratio and I've noticed some cropping, like Turkey flag. Agreed complete collection would be the best, but we have to start somewhere.
  23. I think the generic flag (if is graphic available) can be defined in XComGame.upk, XComContentManager's DefaultProperties: struct native CountryFlag { var config XGGameData.ECountry Country; var config float U; var config float V; structdefaultproperties { Country=ECountry.eCountry_USA U=0.0 V=0.0 } };
  24. I'll start with UIFlag of Indonesia, Iran and Pakistan. These can replace UIFlags of Kenya, Saudi Arabia and Zimbabwe in gfxXComIcons. Also I can explore armor model's material instance constant, if it can be changed to allow more than 32 flags.
  25. I may be able to handle graphics. What's the plan? :)
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