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Krazyguy75

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Everything posted by Krazyguy75

  1. Well, I didn't do 4, but that's a good idea. Another idea I just came up with is to zoom the map in on whatever mission is in focus, rather than a country view. As for the colors, I didn't change much because I just didn't have the time to. I'm open to anything. I just did this at 3-5AM, and by the end I was at my wits end.
  2. So I created my own mockup, to show how I envision it. The difficulty with mine is that it has a lot of interactive elements and code required.
  3. Long War tactical battles are often stalemates for me. Just keep 1 guy with high will on his own to flank enemies and then just stalemate with overwatch and full cover and let your sniper pick off enemies from miles away. If an alien becomes too much of a threat, blow him up.
  4. Can I borrow a template of sorts with all the elements separated and the background and map so I can try to make a mockup myself?
  5. Eh. I just think that the font makes the mockup look less good, and given mockups are supposed to simply represent the potential final version, I think that misleads people into thinking it looks worse than it is. Especially for non-graphic designers, who will go "That looks off" but be unable to place what looks off. In other words: I WILL BE FORCED TO KILL YOU IF YOU CONTINUE TO MESS WITH MY OCD VIA FONTS. IT MUST BE PERFECT.
  6. Part of the reason the numbers don't look right is that XCOM uses fonts with lots of right angles, and the font you are using for the numbers mockups is very curvy and smooth, which is rather un-XCOM-like.
  7. I don't understand why we're even bothering to show missions by country. Does anyone even give a damn about mission by country for anything other than panic? I suggest we just show missions using their icon type on the globe. Then you click on a mission to see that missions information. The bars on the side show the panic changes per country that took place this month. Much simpler to read. Another neat feature is if each mission summary (the one for after you click on the icon) came with forward and back buttons to access missions chronologically.
  8. Are you just universally applying the same highlights? If so, you could darken the areas where there are more lines to make it easier to look at.
  9. So... tried to learn this. It isn't working. Granted, I don't know much about the UDK, but every time I try to compile the scripts it says "C:\UDK\UDK-2011-09\Development\Src\XComMutator\Classes\XComMutatorLoader.uc(11) : Error, Unrecognized type 'XComGameInfo'". What am I missing and doing wrong stupidly?
  10. umodel is fully open source. I can never read another person's source code without getting nightmares, but I'll link it here. https://github.com/gildor2/UModel
  11. I'm guessing you've never used a hex editor before. That, or you have no idea how they work. Hex editors edit the actual bytes which compose the file. Hex strings are virtually unreadable. We use UE explorer to find what the original hex was, then we change it in a hex editor. What we are trying to do now is find what location in the code the hex is located.
  12. Oh, yeah, forgot the whole thing where LW tied aliens and EXALT together more. I never liked that. EXALT were war profiteering in the original, and using the aliens as an opportunity to improve their vision of humanity. They never allied with aliens, and it is implied that they were also abducting and experimenting on aliens (hence their gene mods), and that they weren't planning for aliens to win any more than XCOM, they just view XCOM as a hindrance for world domination afterwards. They're the New World Order. They intend to control the world afterwards, and if XCOM or the aliens interfere, they would be eliminated. Well, even if the aliens and EXALT remain allied, I'd like additional depth to exalt, as right now they were just a gimmick designed to sell XEW.
  13. NO IDEA! Presumably, we have to look into the decompressed model's format and determine how it stores vertex locations! After that, we move them around.
  14. I had an idea I remembered from way back in the ol' days to SSBB editing: rather than deal with trying to swap models in or out, why don't we just move the vertices around inside the model? Not the most easy to deal with task, but at least we have something to work with, whereas if we swap models, you have to deal with a file size change. Given that the vertices are bound to bones, so long as the body proportions are the same, it shouldn't cause to many problems either.
  15. Hm. Then could we use your research on reskinning to create a file for all the extras, then import the skeletal mesh and animation data on our own? If we cook it from the udk, would it work? Though I suppose the issue with that it file size. BTW, what exactly is preventing us from loading the UPKs in the UDK? I've never quite understood it.
  16. I'm pretty sure most of the code is already in the game. The AI knows how to play human characters, as it has to for when it mind controls them.
  17. Long War adds a million weapons. It's a whole complicated thing. But yeah, you can find it if you search for 'Reskinning'. EDIT: That is, you can find the method, not that you can find LW.
  18. Just a note, posting a new thread on the same forum as an earlies thread you made about the same thing makes you look bad; next time, bump your old post. Most people who don't answer either are uninterested in helping you, or have nothing helpful to say, and as such, posts like this aren't gonna help much, and they annoy those of us who do respond.
  19. Oh, just a little suggestion I brought up a while back and figured I'd mention again: LW devs are always talking about a lack of space, but I'm pretty sure there is no Long War multiplayer. So... why not use the multiplayer code's space for Long War stuff, similarly to DebugAnims? Also lets you utilize a fair amount of resources, from variables to a new ini file with tons of arrays. Pretty sure you haven't done anything with it, though I can't be sure (I uninstalled LW a while back to try some experiments). --- --- --- On an unrelated note, can we please get a button for "Suicide" with mind controlled aliens? I hate waiting for them to become free of mind control so my firing squad can kill them.
  20. The reason people aren't responding is because this is a large project, and most of us don't know you well enough to tell if this is anything but a mod request. To do this, you'd need to add a new topic of foundry research, and then modify the values of perks for every single grenade type, add two new items, and code those to active perks. My only advice is to look at lots of threads on these topics and try to patch it together from them. I wish you luck with this project, and hope you can figure it out..
  21. I think EXALT could use more expansion. My favorite idea would be if EXALT were able to show up in an alien operation as a separate team (maybe copy and rework the panic mechanic to make the aliens shoot EXALT and vice versa), but since I know that would be very difficult, I just want them to have more options. XCOM now has 8 classes, and all those classes have different possibilities to result in diverse soldier options, so why is EXALT stuck to one type of soldier per base game class? At least make them have more classes! Same goes for their research. XCOM gets plasma, MECs, psionics, robots, super armor, and zillions of grenades, so why can't EXALT get some expansion to their research options, rather than just lasers and genemods? Give them some more options. EDIT: Actually, that first option doesn't look that hard in the actual code. The targeting seems to be done in XGUnit under AddTargetsInSight, and it just is an array of who is targetable. It seems really simple.
  22. Yes. Lots of people have won it, and some have won it on ironman/impossible. The thing is, if you look at it as "Enemy Unknown", you will be crushed. I personally haven't, but that's mainly cause I stopped my playthrough, but I suspect I would have won in the long run, as I was about 3/4s through and had moderately good control. Where exactly are you getting stuck?
  23. Don't think it is really gonna close, think it is similar to Minecraft beta.
  24. Hey, I wanted to know what I'd need to do to duplicate and reskin aliens, similarly to how Long War duplicates and reskins items. It'd probably require quite a bit more code, I assume? I'm guessing I'd need to duplicate AI, or at least make it look at an old AI. I'd also need to give it loadouts and add it to the list of pods. What else would I need to change?
  25. Ok, then, on question 3, let me just tell you something about Long War: Y'know how Enemy Unknown gets easier? Not so much with Long War. If you stall out the game too long you will lose, as aliens make improvements over time as well.
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