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R&D XCOM Map Alterations


Amineri

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Bad news, I found out that the streaming map offset coordinates are applied only in the debug skirmish menu, not during normal map rotation.

Also, they are not applied on a map load (not a major problem since the save contains the fixed tiles).

This is a bit annoying since we have to manualy move and rotate the objects in a stream that is used for more than a single map.

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https://github.com/iiiLiQuiDiii/UDK

 

Here's the latest commit, includes the patch map sources ,code, stubs and models. I'll start publishing small tutorials on how I did some of the stuff. It's experimental so not everything works. Alterating maps is a bit hacky, follow the provided examples. I'm quite new at the UDK so most likely I did some of this in a wrong way. If you have better solutions please share them.

After the next LW patch I'll be releasing the related map sources.

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Fantastic work in here. Out of interest, are you able to expand the boundaries of existing maps? Tank Warehouse for example would, I think, function extremely well if its boundaries were pushed out 2 or 3 tiles on all sides and some openings were created, opening up a long 'back alley' around the walls much like the old Enemy Unknown version of Demolition. Being able to add ladders to the exteriors of the map's watchtowers and use their rooftops as sniper spots would also be a very fun addition to an already quite difficult map, I feel.

 

Also out of curiosity - are you able to bring back those old maps that were left out in Enemy Within? Demolition, Museum, EU Gas Station? Some good maps that could pad out Long War's pool a little more, and very interesting maps at that.

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Expanding map borders might not be so simple as out-of-border objects are not fully functional and serve as decorations.

 

EU and EW are basically two different incompatible games. To make EU maps work in EW we'd have to re-cook them which isn't possible atm.

 

BTW, Beagle, have you tried random bomb missions mod already? :smile:

Edited by wghost81
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I've made a kismet command out of the cheat code "explodeit" we can destroy building/ufo walls before the mission starts. It's possible to make cheap terror maps out of normal abduction ones. But for now we cannot add particles effects like fire and smoke unless they is already an instance on the map. ( This can be solved by cleaning a map via hexediting and loading it as a tileset, but I still haven't worked on it). At the moment I can make beagle's sniper nest on the Pier map

Edited by LiQuiD911
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So it was a texture problem all along :smile: Who remebers these maps? :D

 

By disabling streaming textures in DefaultEngine.ini the map no longer crashes xcom.. well it's still pretty much unplayable without textures

 

Now.. if we could only load the EU tfc as DLCs..

[Engine.Engine]
bUseTextureStreaming=false

http://i.imgur.com/oioFAT8.jpg

http://i.imgur.com/822Wr22.jpg

http://i.imgur.com/6Vu3FI4.jpg

Edited by LiQuiD911
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