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projectmercy

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  1. While not exactly the same, LW has pitch shortcuts in it now. the F-keys set the pitch. I forget if it starts at F1 or not, but I usually find I'm using F7 for an isometric view.
  2. Thanks for looking into it Tracktwo. I'm not super interested in trying to decompile it at this point, as I have other options (just reverse engineering it via logs in the UE script). If someone had actually dumped them previously I wouldn't mind leveraging their work; but I'm far too lazy to do it myself. If I run into a place I can't do that though, it's nice to have this info to get me going. Thanks, PM
  3. Has anyone decompiled any of the native libs for the game? I'm trying to find some visibility into UXGAbility_Targeted::execCalcHitChance(), UXGAbility_Targeted::execCalcCriticalChance() and the perk array functions that go with it. While I can just throw numbers at the outgoing result, it would be a more tedious trial and error method to do it. I know Long War has fixed a few issues by just adjusting the values on the way in/out of those functions, so it made me wonder if anyone had already done the heavy lifting. Thanks for any info, PM
  4. Yeah, I second that. I hadn't thought about it. Clearly I'm too far away from my GOTO days. Thanks for the tip.
  5. The webpage is cool and all, but I would expect the documentation to be in the txt's included with UPK tools. I'm not even sure there's a link to the web page in that doco. Thank you for the answers. I know I can replace the whole function, it's just that it makes the mod a lot less friendly with other mods, so it would be nice if I could change small chunks instead of the whole thing. Thank you again. PM.
  6. Question, I noticed PatcherGUI has a ".pgui" extension in it's file filter; but it doesn't seem to actually work if your patch has that extension. I can run them fine with .txt, but renaming them to .pgui causes a "Patch Error" dialog to pop up.
  7. I realize I could totally test this and find out on my own, but I'm a lazy lazy man :( If using BEFORE/AFTER _ CODE do jump offsets get updated in the rest of the function not in the code you're updating? Example, let's say the original function was bAwesome = true; if (bAwesome) { iGift = cPony; } else { iGift = cLumpOfCoal; } return iGift; And let's say the patch file modified the iGift = cPony line and changed it to 10 lines of various crap. Would the jumps for the rest of the function stay sane, or would you need to basically modify everything from that IF statement down? Thanks, PM
  8. http://wiki.tesnexus.com/index.php/Modding_Tools_-_XCOM:EU_2012 http://wiki.tesnexus.com/index.php/Hex_editing_UPK_files http://wiki.tesnexus.com/index.php/Hex_values_XCOM_Modding http://wiki.tesnexus.com/index.php/How_to_build_class.object_references_-_XCOM:EU_2012 Doing this would definitely not be beginner. You're basically adding a new ability to every new character.
  9. Thanks, I'll check it out. Last time I looked there wasn't a makefile for the main project. Is that still true?
  10. I've been using <%t " right now. I could switch to without a space, but I find it makes it harder to read. I noticed in most of your mods though, you weren't using the space. I guess old habits die hard for me :) I'm sure you could put in more complex checks on 'if <%t existed right before the ">, then assume it's not an end token' or something, but it starts to get down to the question of 'is it really worth your time.' I guess I'm thinking no. It looks like there's going to be a caveat no matter what you do. I vote you do whatever seems best/easiest and just document it. Consistency of design is golden.
  11. I think that would work well, combined with a note in the documentation about the limitation. If anyone needed to start a string with a > they could just put a space at the head.
  12. Nice, I learned two things in one post. Excellent. I'll await the escape characters with bated breath then.
  13. So, using text psuedo code is problematic. In the documentation: <%t "text"> <%t "text with spaces "and inner quotes""> It seems that the result is, the second > character ends the text section. So you can't have the value <%t "Where number > 5"> because it will assume the 5"> is another token. I assume this is a result of attempting to allow quotes in there and not escaping the quotes, but I think it would be easier if you required escaping the quotes. Either that, or there would ideally be a way to escape the greater than. For now I'm just switching to splitting the text section into multiple parts with the > hex in between.
  14. I ran across this while looking for info on how to log myself: http://forums.nexusmods.com/index.php?/topic/1466527-debugging-script-changes-via-launchlog/?hl=%2Berror+%2Blog Any chance there's something in there indicative of the issue?
  15. It does (Or at least UE Editor computes it that way). I checked all the examples in XComGame, and it changes based on the string const length. I think the important part of her post was strenghtening my theory that it only matters as regards a function call that results in a return. Maybe it has to do with stack allocation or something? No idea.
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