LiQuiD911 Posted April 30, 2015 Share Posted April 30, 2015 (edited) Here are the screenshots of the repaired buildings, nothing usefull yet :\ http://i.imgur.com/uQPbtlS.jpghttp://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 April 30, 2015 by LiQuiD911 Link to comment Share on other sites More sharing options...
wghost81 Posted May 1, 2015 Share Posted May 1, 2015 (edited) > setting the texture quality to low fixes the black texture glithesInteresting. 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 May 1, 2015 by wghost81 Link to comment Share on other sites More sharing options...
LiQuiD911 Posted May 2, 2015 Share Posted May 2, 2015 (edited) I found an easy way of detecting CTD emitters1)DeserializeAll the map upk using wghost's UPK utils2) Search for "ToggleEffect" among the extracted files and copy the results in a separate folder3)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 May 2, 2015 by LiQuiD911 Link to comment Share on other sites More sharing options...
LiQuiD911 Posted May 5, 2015 Share Posted May 5, 2015 (edited) 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 May 5, 2015 by LiQuiD911 Link to comment Share on other sites More sharing options...
wghost81 Posted May 5, 2015 Share Posted May 5, 2015 (edited) 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 May 5, 2015 by wghost81 Link to comment Share on other sites More sharing options...
LiQuiD911 Posted May 5, 2015 Share Posted May 5, 2015 Looks like couclil missions have a bright randomized future :D Link to comment Share on other sites More sharing options...
wghost81 Posted May 5, 2015 Share Posted May 5, 2015 It also looks like LW player's worst nightmare: bombs everywhere. :) Link to comment Share on other sites More sharing options...
LiQuiD911 Posted May 5, 2015 Share Posted May 5, 2015 I can add no spawn volumes in some locations, does the random spawner respect those?Also now I can spawn soldiers and shivs with kismet, thanks to the dynamic loader Link to comment Share on other sites More sharing options...
wghost81 Posted May 6, 2015 Share Posted May 6, 2015 I tried to respect no spawn volumes, but it resulted in weird script behavior. Can you draw me some kind of top down map view with no spawn zones marked so I could check it thoroughly? Link to comment Share on other sites More sharing options...
LiQuiD911 Posted May 7, 2015 Share Posted May 7, 2015 (edited) 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 May 7, 2015 by LiQuiD911 Link to comment Share on other sites More sharing options...
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