Drakous79 Posted February 15, 2014 Share Posted February 15, 2014 It is in Engine.upk :) Link to comment Share on other sites More sharing options...
dubiousintent Posted February 15, 2014 Share Posted February 15, 2014 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- Link to comment Share on other sites More sharing options...
Drakous79 Posted February 15, 2014 Share Posted February 15, 2014 (edited) 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 February 15, 2014 by Drakous79 Link to comment Share on other sites More sharing options...
dubiousintent Posted February 15, 2014 Share Posted February 15, 2014 (edited) 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 February 15, 2014 by dubiousintent Link to comment Share on other sites More sharing options...
Drakous79 Posted February 15, 2014 Share Posted February 15, 2014 We can start the thread and I will write what I know there. Link to comment Share on other sites More sharing options...
Amineri Posted March 4, 2014 Author Share Posted March 4, 2014 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 : [0257.41] XComMapSelection: Dumping Map Counts [0257.42] XComMapSelection: MissionType: eMission_Abduction (28 Old Missions, ( 1 available, 140.69 totalChance ), 10 New Missions ( 0 available, 0.00 totalCh ance ) ) [0257.42] XComMapSelection: (19) 0x66c988e0 EWI_MeldTutorial [0257.42] XComMapSelection: (22) 0x0d63be36 URB_Bar [0257.42] XComMapSelection: (22) 0x3aca1fdc URB_Boulevard [0257.42] XComMapSelection: (22) 0xd1653354 URB_CemeteryGrand [0257.42] XComMapSelection: (18) 0x1055c77e URB_CommercialAlley [0257.42] XComMapSelection: (20) 0xbb7127c2 URB_CommercialAlley_EWI [0257.42] XComMapSelection: (18) 0x0ddb8e43 URB_CommercialRestaurant [0257.42] XComMapSelection: (22) 0xcd5c2a19 URB_CommercialStreet [0257.42] XComMapSelection: (18) 0xb3205ae4 URB_ConvienienceStore [0257.42] XComMapSelection: (20) 0x5d010f76 URB_ConvienienceStore_EWI [0257.42] XComMapSelection: (20) 0xb387a255 URB_Demolition_EWI [0257.42] XComMapSelection: (20) 0x80dc34cd URB_FastFood [0257.42] XComMapSelection: (20) 0xae16f427 URB_FastFood_EWI [0257.42] XComMapSelection: (20) 0xbf001734 URB_GasStation_EWI [0257.42] XComMapSelection: (18) 0xd960d054 URB_Highway1 [0257.42] XComMapSelection: (22) 0x1623ef16 URB_HighwayBridge [0257.42] XComMapSelection: (22) 0xd49c9cd0 URB_HighwayConstruction [0257.42] XComMapSelection: (17) 0x0f949815 URB_HighwayFallen [0257.42] XComMapSelection: (22) 0xcd95081c URB_IndustrialOffice [0257.42] XComMapSelection: (22) 0x25f03dd7 URB_LiquorStore [0257.42] XComMapSelection: (18) 0x6593e0a7 URB_MilitaryAmmo [0257.42] XComMapSelection: (22) 0x2d26c471 URB_OfficePaper [0257.42] XComMapSelection: (20) 0x50e7c2e0 URB_OfficePaper_EWI [0257.42] XComMapSelection: (22) 0x3d3f3a81 URB_PierA [0257.42] XComMapSelection: (18) 0xc3fd6c10 URB_PierA_Terror [0257.42] XComMapSelection: (18) 0x7906739f URB_PoliceStation [0257.42] XComMapSelection: (18) 0xbfa2f79e URB_ResearchOutpost [0257.42] XComMapSelection: (20) 0x667aa623 URB_ResearchOutpost_EWI [0257.42] XComMapSelection: (22) 0x5eda1158 URB_RooftopsConst [0257.42] XComMapSelection: (22) 0xeb58c733 URB_SlaughterhouseA [0257.42] XComMapSelection: (22) 0x5cbc6b1b URB_SmallCemetery [0257.42] XComMapSelection: (22) 0xf203a693 URB_StreetHurricane [0257.42] XComMapSelection: (22) 0x46c861d7 URB_StreetOverpass [0257.42] XComMapSelection: (20) 0x2a70bf6f URB_StreetOverpass_EWI [0257.42] XComMapSelection: (21) 0xa1076850 URB_TrainStation [0257.42] XComMapSelection: (22) 0xb5d2a4cc URB_Trainyard [0257.42] XComMapSelection: (18) 0x20ab93be URB_Truckstop [0257.42] XComMapSelection: (20) 0x0be63ff7 URB_TruckStop_EWI [0257.42] XComMapSelection: MissionType: eMission_Crash (18 Old Missions, ( 5 available, 5000000.00 totalChance ), 4 New Missions ( 0 available, 0.00 totalCha nce ) ) [0257.42] XComMapSelection: (4) 0x8b3f8234 CAbductor_Cliffside [0257.42] XComMapSelection: (2) 0xb742c980 CAbductor_ScorchedEarth [0257.42] XComMapSelection: (1) 0x5ee2e82a CBattleship_01 [0257.42] XComMapSelection: (0) 0x2c09b7f9 CBattleship_02 [0257.42] XComMapSelection: (8) 0x4d9501ca CLrgScout_City [0257.42] XComMapSelection: (8) 0xc4e0fc5f CLrgScout_DeepWoods [0257.42] XComMapSelection: (8) 0xf7683cc8 CLrgScout_ForestTrench [0257.42] XComMapSelection: (6) 0xcfa900d4 CLrgScout_Stonewall [0257.42] XComMapSelection: (6) 0x79667548 CLrgScout_TheBarrens [0257.42] XComMapSelection: (0) 0x322d664a COverseer_Deepwoods [0257.42] XComMapSelection: (2) 0x2aa9e93b COverseer_ForestTrench [0257.42] XComMapSelection: (0) 0x39649ac1 COverseer_StoneWall [0257.42] XComMapSelection: (0) 0x99dac545 COverseer_TheBarrens [0257.42] XComMapSelection: (8) 0xa13928db CSmallScout_Badlands [0257.42] XComMapSelection: (8) 0xfc7bff4f CSmallScout_DirtRoad [0257.42] XComMapSelection: (8) 0x01b286a5 CSmallScout_Farm [0257.42] XComMapSelection: (8) 0x39277b88 CSmallScout_Marshlands [0257.42] XComMapSelection: (6) 0x0112d42b CSmallScout_NukedCity [0257.42] XComMapSelection: (8) 0xe3cc86c3 CSmallScout_Quagmire [0257.42] XComMapSelection: (8) 0x2d1a7711 CSmallScout_Roadhouse [0257.42] XComMapSelection: (2) 0xd5309027 CSupplyship_OverlookA [0257.42] XComMapSelection: (0) 0x748c4c00 CSupplyShip_Wildfire [0257.42] XComMapSelection: MissionType: eMission_LandedUFO (8 Old Missions, ( 4 available, 4000000.00 totalChance ), 0 New Missions ( 0 available, 0.00 total Chance ) ) [0257.42] XComMapSelection: (2) 0xe1d24a03 LAbductor_FarmOutskirts [0257.42] XComMapSelection: (2) 0xf852d698 LAbductor_WindingStream [0257.42] XComMapSelection: (0) 0x4e384480 LLrgScout_CreepyForest [0257.42] XComMapSelection: (2) 0x056d65e7 LLrgScout_Hillside [0257.42] XComMapSelection: (2) 0x87486780 LSmallScout_River [0257.42] XComMapSelection: (0) 0x5e81df8d LSmallScout_RiverValley [0257.42] XComMapSelection: (0) 0x52ff6cae LSupplyShip_ForestGrove [0257.42] XComMapSelection: (0) 0x5933d60d LSupplyShip_RockyGorge [0257.42] XComMapSelection: MissionType: eMission_CovertOpsExtraction (0 Old Missions, ( 0 available, 0.00 totalChance ), 10 New Missions ( 1 available, 10000 00.00 totalChance ) ) [0257.42] XComMapSelection: (4) 0xf93284f2 DLC2_1_Portent [0257.42] XComMapSelection: (20) 0xbb7127c2 URB_CommercialAlley_EWI [0257.42] XComMapSelection: (18) 0xb3205ae4 URB_ConvienienceStore [0257.42] XComMapSelection: (22) 0xd49c9cd0 URB_HighwayConstruction [0257.42] XComMapSelection: (22) 0x25f03dd7 URB_LiquorStore [0257.42] XComMapSelection: (18) 0x6593e0a7 URB_MilitaryAmmo [0257.42] XComMapSelection: (18) 0xc3fd6c10 URB_PierA_Terror [0257.42] XComMapSelection: (20) 0x667aa623 URB_ResearchOutpost_EWI [0257.42] XComMapSelection: (20) 0x2a70bf6f URB_StreetOverpass_EWI [0257.42] XComMapSelection: (22) 0xb5d2a4cc URB_Trainyard [0257.42] XComMapSelection: MissionType: eMission_CaptureAndHold (0 Old Missions, ( 0 available, 0.00 totalChance ), 10 New Missions ( 2 available, 2000000.00 totalChance ) ) [0257.42] XComMapSelection: (22) 0x3aca1fdc URB_Boulevard [0257.42] XComMapSelection: (18) 0x0ddb8e43 URB_CommercialRestaurant [0257.42] XComMapSelection: (20) 0xb387a255 URB_Demolition_EWI [0257.42] XComMapSelection: (20) 0xbf001734 URB_GasStation_EWI [0257.42] XComMapSelection: (22) 0xd49c9cd0 URB_HighwayConstruction [0257.42] XComMapSelection: (22) 0xcd95081c URB_IndustrialOffice [0257.42] XComMapSelection: (20) 0x50e7c2e0 URB_OfficePaper_EWI [0257.42] XComMapSelection: (18) 0x7906739f URB_PoliceStation [0257.42] XComMapSelection: (22) 0x5eda1158 URB_RooftopsConst [0257.42] XComMapSelection: (20) 0x0be63ff7 URB_TruckStop_EWI [0257.42] XComMapSelection: MissionType: eMission_HQAssault (0 Old Missions, ( 0 available, 0.00 totalChance ), 1 New Missions ( 1 available, 1000000.00 total Chance ) ) [0257.42] XComMapSelection: (2) 0xc73aa556 EWI_HQAssault [0257.42] XComMapSelection: MissionType: eMission_AlienBase (2 Old Missions, ( 1 available, 1000000.00 totalChance ), 0 New Missions ( 0 available, 0.00 total Chance ) ) [0257.42] XComMapSelection: (0) 0xc54ba7e7 AlienBase01 [0257.42] XComMapSelection: (2) 0xb7a0f834 AlienBase02 [0257.42] XComMapSelection: MissionType: eMission_TerrorSite (12 Old Missions, ( 2 available, 2000000.00 totalChance ), 2 New Missions ( 0 available, 0.00 tot alChance ) ) [0257.42] XComMapSelection: (1) 0x42216d85 DLC2_2_Deluge [0257.42] XComMapSelection: (1) 0x5527c3d7 EWI_ChryssalidHive [0257.42] XComMapSelection: (22) 0x0d63be36 URB_Bar [0257.42] XComMapSelection: (18) 0x1055c77e URB_CommercialAlley [0257.42] XComMapSelection: (18) 0x0ddb8e43 URB_CommercialRestaurant [0257.42] XComMapSelection: (22) 0xcd5c2a19 URB_CommercialStreet [0257.42] XComMapSelection: (18) 0xb3205ae4 URB_ConvienienceStore [0257.42] XComMapSelection: (18) 0xd960d054 URB_Highway1 [0257.42] XComMapSelection: (17) 0x0f949815 URB_HighwayFallen [0257.42] XComMapSelection: (18) 0x6593e0a7 URB_MilitaryAmmo [0257.42] XComMapSelection: (22) 0x2d26c471 URB_OfficePaper [0257.42] XComMapSelection: (18) 0xc3fd6c10 URB_PierA_Terror [0257.42] XComMapSelection: (18) 0x7906739f URB_PoliceStation [0257.42] XComMapSelection: (22) 0xf203a693 URB_StreetHurricane [0257.42] XComMapSelection: MissionType: eMission_Final (1 Old Missions, ( 1 available, 1000000.00 totalChance ), 0 New Missions ( 0 available, 0.00 totalChan ce ) ) [0257.42] XComMapSelection: (0) 0x1b426b8a templeship [0257.43] XComMapSelection: MissionType: eMission_Special (20 Old Missions, ( 2 available, 2000000.00 totalChance ), 2 New Missions ( 0 available, 0.00 totalC hance ) ) [0257.43] XComMapSelection: (0) 0xe76849a1 Act1_IntroLevel [0257.43] XComMapSelection: (1) 0x5ee2e82a CBattleship_01 [0257.43] XComMapSelection: (8) 0xfc7bff4f CSmallScout_DirtRoad [0257.43] XComMapSelection: (4) 0xf93284f2 DLC2_1_Portent [0257.43] XComMapSelection: (1) 0x42216d85 DLC2_2_Deluge [0257.43] XComMapSelection: (1) 0xa314cafe DLC2_3_Furies [0257.43] XComMapSelection: (1) 0x5527c3d7 EWI_ChryssalidHive [0257.43] XComMapSelection: (19) 0x66c988e0 EWI_MeldTutorial [0257.43] XComMapSelection: (22) 0xd1653354 URB_CemeteryGrand [0257.43] XComMapSelection: (18) 0x1055c77e URB_CommercialAlley [0257.43] XComMapSelection: (22) 0x1623ef16 URB_HighwayBridge [0257.43] XComMapSelection: (17) 0x0f949815 URB_HighwayFallen [0257.43] XComMapSelection: (22) 0xcd95081c URB_IndustrialOffice [0257.43] XComMapSelection: (22) 0x3d3f3a81 URB_PierA [0257.43] XComMapSelection: (18) 0xbfa2f79e URB_ResearchOutpost [0257.43] XComMapSelection: (22) 0xeb58c733 URB_SlaughterhouseA [0257.43] XComMapSelection: (22) 0x5cbc6b1b URB_SmallCemetery [0257.43] XComMapSelection: (0) 0x2a66c1a6 URB_StreetHurricane_Terror [0257.43] XComMapSelection: (22) 0x46c861d7 URB_StreetOverpass [0257.43] XComMapSelection: (21) 0xa1076850 URB_TrainStation [0257.43] XComMapSelection: (22) 0xb5d2a4cc URB_Trainyard [0257.43] XComMapSelection: (18) 0x20ab93be URB_Truckstop [0257.43] XComMapSelection: MissionType: eMission_DLC (0 Old Missions, ( 0 available, 0.00 totalChance ), 0 New Missions ( 0 available, 0.00 totalChance ) ) [0257.43] XComMapSelection: MissionType: eMission_ExaltRaid (0 Old Missions, ( 0 available, 0.00 totalChance ), 1 New Missions ( 1 available, 1000000.00 total Chance ) ) [0257.43] XComMapSelection: (2) 0x7076342c EWI_ExaltHQAssault [0306.02] DevOnline: Steam IPC calls in the last minute: 0 [0366.03] DevOnline: Steam IPC calls in the last minute: 0 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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johnnylump Posted March 4, 2014 Share Posted March 4, 2014 There's also two settings for each map in DefaultMaps that *seem* like they would affect map frequency InitialChance=20, InitialGain=1.04, For LW Beta 3, I'm setting all of these to the same (above) value. Link to comment Share on other sites More sharing options...
wghost81 Posted March 4, 2014 Share Posted March 4, 2014 (edited) There's also two settings for each map in DefaultMaps that *seem* like they would affect map frequencyYes, 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 March 4, 2014 by wghost81 Link to comment Share on other sites More sharing options...
LiQuiD911 Posted September 5, 2014 Share Posted September 5, 2014 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? Link to comment Share on other sites More sharing options...
wghost81 Posted September 5, 2014 Share Posted September 5, 2014 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). Link to comment Share on other sites More sharing options...
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