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Posts
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Everything posted by Caiman
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BLOG PIECE: Nexus development and expansion philosophy
Caiman replied to Dark0ne's topic in Site Updates
Shadowrun Returns and Wasteland 2 need to be on next years new Nexi list. :P -
SetRockets is followed by a 1(or a 1+1 which could correspond to that perk)... maybe changing this to 2 would work? Maybe changing it to 0 would either make the heavy have no rockets at all, or even unlimited? I'm not at my machine, so I cant check that right now.
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Ah frag... I had read your post... but that was several days ago... and I had forgotten about it. -.-
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2.5´s ? *shivers* That reminds me of modding Skyrim... I think I´ll have to skip Blender for now then. :mellow:
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This games internal structure is so messed up and dirty with data leftovers, that I feel like we are digging in dystopian barrens here(in the shadow of a grand, ultra-hightech sci-fi megasprawl; Redmond Barrens in Shadowrun´s Seattle anyone?).
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302? D faq? You didn´t change that many, did you? :tongue: Maybe they are ready to enroll the next patch tommorow?
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I´m editing it inside the actual xcomgame.upk, but I search for the proper Hex Values using the whole Hex Values of the const(Base_Num_Rockets.const ; still open in the Hex Editor; like described elsewhere on the forum), which you get when you unpack (UPKpacker) the xcomgame.upk(it is inside the XGTacticalGameCoreNativeBase folder). @Lethargus: Exactly. I decompressed it so I can edit it in the Hex editor. Would it be possible to make such a template with everything shared until now? += B8 -= B9 Abs BA Sin BB Cos BC Tan BD Atan BE Exp BF Loge C0 Sqrt C1 Square C2 FRand C3 FMin F4 FMax F5 FClamp F6 Lerp F7 Round C7 - D3 * D4 * D5 * 28 / D6 + D7 - D8 << 13 >> 14 == D9 != DA Dot DB Cross DC *= DD *= 29 /= DE += DF -= E0 VSize E1 VSizeSq E4 Normal E2 VRand FC MirrorVectorByNormal 2C ProjectOnTo DC IsZero DD == 8E != CB * 1F * 20 / 21 *= 22 /= 23 + 3C - 3D += 3E -= 3F GetAxes E5 GetUnAxes E6 RotRand 40 $ 70 @ A8 < 73 > 74 <= 78 >= 79 == 7A != 7B ~= 7C $= 42 @= 43 -= 44 Len 7D InStr 7E Mid 7F Left 80 Right EA Caps EB Locs EE Chr EC Asc ED Repl C9 == 72 != 77 ClassIsChildOf 20 IsA C5 == FE != FF + E0 - F0 LogInternal E7 WarnInternal E8 GotoState 71 IsInState 19 GetStateName 1C Enable 75 Disable 76 SaveConfig 18 Sleep 00 FinishAnim 50 SetCollision 60 SetCollisionSize 1B Move A0 SetLocation B0 SetRotation 2B MoveSmooth 81 AutonomousPhysics 83 SetBase 2A SetOwner 10 SetPhysics 82 Trace 15 FastTrace 24 Destroy 17 SetTimer 18 MakeNoise 00 PlayerCanSeeMe 14 GetURLMap 23 AllActors 30 DynamicActors 39 ChildActors 31 BasedActors 32 TouchingActors 33 TraceActors 35 VisibleActors 37 VisibleCollidingActors 38 CollidingActors 41 LineOfSightTo 20 CanSee 15 CanSeeByPoints 19 PickTarget 13 MoveTo F4 MoveToward F6 FinishRotation FC FindPathTo 60 FindPathToward 50 FindRandomDest D0 PointReachable 90 ActorReachable 80 PickWallAdjust E0 WaitForLanding F0 UpdateURL 22 FindStairRotation C0 IsSeatControllerReplicationViewer E7 BUILD SUCCESSFUL (total time: 0 seconds) 0 25 1 26 YES 27 NO 28 If it is possible- I´d very much like you to share that. :)
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Interesting insight in how Firaxis perceives the world. :biggrin:
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Nice to read I have the same workflow going as you, Daemonjax! :biggrin: I followed your first(i guess) "tutorial-post" on how to do it... and that part was left out, so I figured it´d work like that(and it worked very very well). :thumbsup:
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Funwise the "iRange" is 27. :P So if you´d round it up, you´d be 3 tiles higher at 30. ;) I just did that... lets see how it plays out. :)
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Well, like I stated once or twice on the forum, I tried to give my soldiers 4 rockets to launch, editing the constant value(see here), but it didn´t work out. That constant is utmost likely not used in the game(like so much other trash data... its a mess actually). I looked around in the decompressed XComGame.upk using UeExplorer, but wasn´t able to locate the important values. Any help would be much appreciated. :) Maybe some arsenist already got it working? :P
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Hmmm... I guess I am happy with this for a start. :) But its a funny thought... gifting "starter" weapons to poor countries on the grey market... and even giving them a single "coin" for each. :rolleyes:
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Don´t forget dreadylein, I think I saw him, too. :dance:
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Deviantart is a nice source for all kinds of textures. ;) I´m still looking very much forward to your mod- I hope you´ll be happy with it soon enough. :thumbsup:
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Is it because I´m listening to 8bit chiptune that I just had the vision of you guys sailing away on a ship towards an epic adventure(I was waving you goodbye from the pier, btw xD )? ;D Bon voyage! :pirate:
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Looks like it "works", but is bugged like as hell. :woot: EDIT: At least for the ∞ starting items. The others seem to be sold for their base price.
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I also use HxD(for about 2 or 3 days now? :P ) and look at what I "found out" just now: Its actually like I said(even though that constant is still not being used ;) ). Without actually converting anything to Hex, I can just search for the constants whole hash data inside the .exe and then edit the corresponding number(in this case it was a 1 edited to a 4) on the right. UE Explorer shows that change actually "happened". So now I´ll have to check out those functions Daemonjax mentioned...
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The functions, eh? Lets test that then. The rockets werent just a display error: I wasnt able to shoot a second one(clicked on the empty icon).
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Since I had the same problem with base_num_rockets maybe only very few of XGTacticalGameCoreNativeBase`s constants are actually used?
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Instead of repacking you can just copy the whole original overwatch area, open the xcomgame.exe in your hex editor and search for that copied overwatch hex data. Then you can change the value right in the exe, without the need to repack anything(i got it to work like that). ;)
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Test on then! :) Sounds like you´re on to something interesting. :thumbsup:
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In XCOMGAME.upk(decompressed) in my Hexeditor, searching for the blocks Base_Num_Rockets.const is made of(7D 10 00 00 32 55 00 00 00 00 00 00 7D 10 00 00 02 00 00 00 31 00). On the right it shows a "1" in the ansi. It corresponds with "31" in Hex on the left. When I changed it to "4" the Hex changed to "34", but even after saving and batching it in, it didn´t work in my savegame(already had those characters, took them to a mission-> they only had 1 and 2 rockets each(the second with that perk)). EDIT: @dreadylein: Yeah... I read that... I was still hoping it´d work or I just made a mistake somewhere. :tongue:
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Quoted for truth. You guys are ace! :thumbsup:
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Thanks a lot for that insight, kanet. I just tried altering it on the right from 1 to 4 and nothing changed(no crash no nothing, at least on a save). @dreadylein: Exactly. :laugh: EDIT: Interestingly enough, the 1 on the right on that rocket constant corresponds with a 31 in hex(in that file).