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R&D XCOM Map Alterations


Amineri

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Yippee! :dance: There are a number of tutorials on UE3 here and here that we should be able to start making use of. I'm going to put up a wiki page with this information and some links to get people started.

 

I think it would be appropriate to point to that in the 'Finding the first step?' thread.

 

-Dubious-

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It is more next step and it doesn't feel as a way to go. We'd probably have to rewrite the code for automatic loading of mutators or implement new menu for selecting them. On top of it, mutators (scripts) need to be compiled - to extend a class, we would need source code of that class and other classes referenced in the class.

 

Batchexport commandlet is not present in XCOM, so until Firaxis and 2K Games release the source, we should focus elsewhere - like on custom compiler :smile: I experimented with make commandlet and it always resulted in a crash.

 

Edit: Sorry for offtopic, but ... Win a lottery and pay devs to release the source!

Edited by Drakous79
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Even though off-topic, I feel this needs just a little more exploration.

 

Agree it is more 'next step'. So far it appears none of the code-divers have any experience with the UDK. You seem to at least have some idea as to what is needed to get Mutators to work. But if I am reading correctly, we are still missing an essential element: batchexport?

 

Is your knowledge sufficient we should start a new thread to discuss what would be needed to get Mutators (at least) to work? Let's go ahead and start one: "Is the UDK the Next Step?" perhaps. Hopefully we can attract someone with some insights. Who knows, it might nudge Firaxis.

 

I put up what we have in a 'Modding with the UDK - XCOM:EU 2012' article.

 

-Dubious-

Edited by dubiousintent
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  • 3 weeks later...

wghost pointed me to the ResetMapCounts console command which resets the map counts in the user's online profile, as advertised. We've been getting reports of players of the Long War EW beta getting stuck on a small map rotation, so I dug in a bit and discovered that the DumpMapCounts function also works if used after showlog (to enable the text log).

 

When I did so on my game I got the following :

 

  Reveal hidden contents

 

 

My suspicion is that players that have played a lot will have racked up really high count on some maps, and if new maps are then added to the rotation via DefaultMaps.ini edits those new maps tend to be over-represented for a while.

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There's also two settings for each map in DefaultMaps that *seem* like they would affect map frequency

Yes, default values will make EW maps more probable again after resetting map counts. Seems, it only affects first map appearance, though. But, I can't tell for sure, as map selection happens inside native functions. Edited by wghost81
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  • 6 months later...

Are there any leads on why the removed EU maps dont work in EW? I've been poking around the contents of the Bar EU and EW maps and comparing the changes with kdiff3, it seems that EU version contains all the FX like psi and smoke and other ability particles and projectiles, it also contains FX_WP_Flamethrower o_O and HUD while the EW lacks them. Instead it has gfxGamepad icons and gfxComponents . Most of the lightmap textures names (DirectionalMaxComponent1_XX.LightMapTexture2D) are different between the 2 versions. could this be the problem?

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Texture cache references are different. And removed EU map loading screen references probably not exist in EW. I tried to copy entire EU tfc to EW under different name and replace tfc file name inside old map packages, but the game continued to crash at loading screen (Skyranger briefing).
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