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R&D XCOM Map Alterations


Amineri

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Here are the screenshots of the repaired buildings, nothing usefull yet :\

 

 

 

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

http://i.imgur.com/71k307E.jpg

 

 

 

@beagle Awesome :D Can't wait for your b15 campaign n youtube :) By the way, setting the texture quality to low fixes the black texture glithes

Edited by LiQuiD911
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> setting the texture quality to low fixes the black texture glithes

Interesting. This probably means that not every texture reference was updated properly, as embedded low-res textures work and referenced hi-res textures do not work.

Edited by wghost81
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I found an easy way of detecting CTD emitters

1)DeserializeAll the map upk using wghost's UPK utils

2) Search for "ToggleEffect" among the extracted files and copy the results in a separate folder

3)Grep search "ARC" (case sensitive) in the result of the previous step (I use the program Astrogrep)

 

Roadhouse yelds:

 

 

------------------------------------------------------------------
D:\xcom\New folder\XComDestructibleActor_Action_ToggleEffect_0.txt
------------------------------------------------------------------
(27 ) Object: 0x00000831 = ARC_WindyLeaves_Straight_Gust


------------------------------------------------------------------
D:\xcom\New folder\XComDestructibleActor_Action_ToggleEffect_1.txt
------------------------------------------------------------------
(27 ) Object: 0x00000831 = ARC_WindyLeaves_Straight_Gust


----------------------------------------------------------------------
D:\xcom\New folder\XComDestructibleActor_Action_ToggleEffect_2 (3).txt
----------------------------------------------------------------------
(27 ) Object: 0x0000085B = ARC_HeadLight_Beam_Cheap


------------------------------------------------------------------
D:\xcom\New folder\XComDestructibleActor_Action_ToggleEffect_2.txt
------------------------------------------------------------------
(28 ) Object: 0x0000086A = ARC_Trash_Blowing_Constant


----------------------------------------------------------------------
D:\xcom\New folder\XComDestructibleActor_Action_ToggleEffect_3 (2).txt
----------------------------------------------------------------------
(28 ) Object: 0x0000086A = ARC_Trash_Blowing_Constant

 

 

 

It's easy but grinding work and it's better to scan all the maps instead of waiting for reports, volounteers are gratefuly accepted

Edited by LiQuiD911
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Uhm how hard-coded are council missions? Random bomb mission on any abduction map would be awesome.

 

I'm not sure if it's relevant but I managed to implement the async content request in kismet, I loaded the 3 shiv weapons with a map patch, normaly they don't load for units which are spawned with cheatcodes like dropshiv

 

 

http://i.imgur.com/tdH7WAM.jpg

 

Edited by LiQuiD911
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Uhm how hard-coded are council missions? Random bomb mission on any abduction map would be awesome.

It is absolutely possible:

http://i.imgur.com/OHj8K81.jpg

 

To make it actually work as randomly assigned mission upk modifications are required, which add such things as mission reward and description.

 

UPD: And this is the next thing on my TO-DO list, I think. :)

Edited by wghost81
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Here's a patch that adds a no spawn volume on the boulevard map, from the edge where the bomb stands (in yourscreenshot) to the center of the map, it's colored pink ingame with the cheat "show volumes"

https://www.dropbox.com/s/rwrinm64v9y6xx0/NOSPAWN.upk?dl=0

 

Normaly I play with the "show postprocessing" off, revealing the entire map and boosting fps on my laptop but I can see the sectoid pods because they have a webbed abductee with them(it disapears when they trigger). Does anybody know where should I poke to remove the abductee?

Edited by LiQuiD911
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