bestliutr Posted December 17, 2013 Author Share Posted December 17, 2013 Yes I can confirm the grenade issue exist but if I remember correctly, EXALT grenades work just fine. I'll try test it again Link to comment Share on other sites More sharing options...
RandomUser123 Posted December 17, 2013 Share Posted December 17, 2013 Played a few games with the newest changes to DGC.ini, both transforming mind-controlled mutons into grenade-wielding suicide bombers :wink: again, and forcing AI grenade usage whenever possible. Everything worked as it should. Could not find a cyberdisc, but I assume this one is no exception. Regarding the EXALT grenades: Most likely a goof on my part. I remember the frag in question hitting a heavy trooper (with "survival instincts" probably active), thus mitigating the damage by 2 points. Link to comment Share on other sites More sharing options...
Ziame Posted January 5, 2014 Share Posted January 5, 2014 Sorry for necro, but how do I use the hex patch? It's not in toolboks' format apparently ("no changes were made") Link to comment Share on other sites More sharing options...
Amineri Posted January 5, 2014 Share Posted January 5, 2014 The file is in UPKmodder format, which is similar to ToolBoks, but not fully compatible. UPKmodder is the new modding tool I've been developing, and is more of a mod development tool than a mod installation tool. There is work being done on creating an export utlity for UPKmodder to create more easily installable files for use with ToolBoks and UPKPatch, but they aren't done yet. Currently your options are :1) Manually apply the hex given in the file via HxD or some other hex editor2) Try and download and use UPKmodder v0.75 beta : http://code.google.com/p/upk-modder to install it. WARNING : UPKmodder isn't intended to be user-friendly for performing end-user mod installations -- it's a tool designed for creating mods, not installing them. Johnnylump and I are using/beta-testing UPKmodder in our development of the EW-update for Long War, and it seems to be stable enough, but there are a lot of things that it doesn't do, such as automatic decompression of upk files (it assumes that the upk is already decompressed, and will generate an error if you try and apply to a compressed upk). It also won't link to your XCOM upks automatically. Link to comment Share on other sites More sharing options...
Ziame Posted January 6, 2014 Share Posted January 6, 2014 (edited) Uh do i guess correctly that I have to manually type the upk paths into upk_config?like dis FILE=D:\Steam\SteamApps\common\XCom-Enemy-Unknown\XEW\UpkUnpacked\XComGame.upk :: GUID=5B 06 B8 18 67 22 12 44 85 9B A8 5B 9D 57 1D 4B? Edited January 6, 2014 by Ziame Link to comment Share on other sites More sharing options...
XMarksTheSpot Posted January 6, 2014 Share Posted January 6, 2014 Uh do i guess correctly that I have to manually type the upk paths into upk_config? like dis FILE=D:\Steam\SteamApps\common\XCom-Enemy-Unknown\XEW\UpkUnpacked\XComGame.upk :: GUID=5B 06 B8 18 67 22 12 44 85 9B A8 5B 9D 57 1D 4BNo, there you just type in the filename of the target UPK, to link to a specific file there's a button in the bottom left status bar segment. Link to comment Share on other sites More sharing options...
Ziame Posted January 6, 2014 Share Posted January 6, 2014 (edited) Uh do i guess correctly that I have to manually type the upk paths into upk_config? like dis FILE=D:\Steam\SteamApps\common\XCom-Enemy-Unknown\XEW\UpkUnpacked\XComGame.upk :: GUID=5B 06 B8 18 67 22 12 44 85 9B A8 5B 9D 57 1D 4BNo, there you just type in the filename of the target UPK, to link to a specific file there's a button in the bottom left status bar segment. Wait what LOL I'M STUPID AS f*** DISREGARD I get [20:15:47] [iNFO] Failed to load project file 'defaultProjectTemplate.xml'[20:15:54] [FINE] Parsed Text, took 53ms[20:15:54] [FINE] 0/0 line re-styled: 146 total events[20:15:54] [FINE] Styled Document, took 26ms[20:15:54] [sEVERE] Failed to load mod file 'defaultModfileTemplate.upk_mod'[20:16:11] [FINE] Parsed name list, took 32ms[20:16:11] [FINE] Parsed object list, took 86ms[20:16:11] [FINE] Parsed import list, took 1ms[20:16:11] [FINE] Constructed import list names, took 5ms[20:16:11] [FINE] Constructed object list names, took 89ms[20:16:11] [FINE] Constructed searchable names, took 3ms So i guess that it does nothing... or should I just disregard the error and it worked? Nevermind I rewrote it into upk patcher style and used there :) Cheers for cool stuff Amineri ^_^ Edited January 6, 2014 by Ziame Link to comment Share on other sites More sharing options...
Amineri Posted January 6, 2014 Share Posted January 6, 2014 I'm glad you were able to get it to work :) UPKmodder is more like a programming IDE than a mod installer. In general you load up a modfile, which simply loads it into the editor. The lines : [20:15:54] [FINE] Parsed Text, took 53ms[20:15:54] [FINE] 0/0 line re-styled: 146 total events[20:15:54] [FINE] Styled Document, took 26msare timing information (for beta build) that shows the steps it is taking when parsing the document and applying the color-code styling in the editor. The lines : [20:16:11] [FINE] Parsed name list, took 32ms[20:16:11] [FINE] Parsed object list, took 86ms[20:16:11] [FINE] Parsed import list, took 1ms[20:16:11] [FINE] Constructed import list names, took 5ms[20:16:11] [FINE] Constructed object list names, took 89ms[20:16:11] [FINE] Constructed searchable names, took 3msare detailed step-by-step output and timing for the parsing of the UPK header information. If you've been following the UPK File Format thread, you know that there are 3 primary tables, which are parsed and then have searchable lists created above. Since these two steps were completed, it means that you successfully opened the file and opened/parsed a upk (presumably the target upk for the file?). However this doesn't apply the mod to the upk. There are a couple of steps prior to that.1) Test the status, either via right-click in the project menu (if a project is set up) or via the Get Status icon in the toolbar2) Once the status has been verified the mod can be applied or reverted, based on current status. If that happens successfully you'll get an INFO message : [11:45:56] [iNFO] AFTER Hex Installed and the status light will change from GREEN (indicating BEFORE hex in the upk) to BLUE (indicating AFTER hex in the upk). ----------- All that said, ultimately having them converted to an installer format is preferred, but the export functionality hasn't been built. Link to comment Share on other sites More sharing options...
Ziame Posted June 12, 2014 Share Posted June 12, 2014 Sorry for necroing the thread, but I just wondered:Could you update the hexes for the newest EW patch? It can't be applied anymore (no such data chunk found) so I guess there are people who'd be obliged : > Link to comment Share on other sites More sharing options...
Amineri Posted June 12, 2014 Share Posted June 12, 2014 This is kind of a blast from the past :) Since this timeframe I've made quite a few advances, all of which are implemented in Long War, but aren't always easy to untangle from other code : - Fixed the CalcPossibleDamage to display the correct damage including perks and situational modifiers as well as the correct base weapon damage- Added the ability to differentiate each weapon (EXALT and alien) from XCOM in terms of damage and to-hit chance- Added the ability to have additional stats apply to weapons, such as mobility to weapons/items, and Damage Reduction All told these are about 30 to 40 different modfile changes, though. Trying to keep Long War up-to-date is more than enough for me, but if someone were willing to take on the work of bundling the hex changes into an installer and in untangling the other Long War changes so it could work standalone, I'd be willing to share the hex changes. Link to comment Share on other sites More sharing options...
Recommended Posts