TerribleName Posted August 16, 2015 Share Posted August 16, 2015 I've been searching for awhile now for how Long War inhibits the UI panels from showing up on meld containers. I know it was initially changed to permit 3 canisters per mission to spawn, but I'm fine with limiting it to 2. Every call to meld timers that I can find looks intact (moved the break in UISpecialMissionHUD.Init back to after the calls, literally replaced the entire XGBattle_SP.InitMeldContainers with vanilla code, commented out meld mutators, compared every other function I can find). Did LW make changes outside of XComGame.upk to the meld UI? Link to comment Share on other sites More sharing options...
Amineri Posted August 16, 2015 Share Posted August 16, 2015 (edited) The function we changed to inhibit the large meld timers in the upper right is UISpecialMissionHUD.Init. Original code : //foreach AllActors(class'XComMeldContainerActor', kMeldActor) 2F 61 30 20 0E 62 00 00 00 43 27 00 00 4A 16 E6 00 //m_kMeldStats = Spawn(class'UISpecialMissionHUD_MeldStats', self) 0F 01 40 27 00 00 1C 12 FC FF FF 20 FB 27 00 00 17 4A 4A 4A 4A 4A 4A 16 //m_kMeldStats.Init(_controllerRef, _manager, self) 19 01 40 27 00 00 1D 00 00 00 00 00 00 1B 8D 41 00 00 00 00 00 00 00 45 27 00 00 00 44 27 00 00 17 16 //goto J0xE6 06 E6 00 //IN 31 //IP 30 LW code : //foreach AllActors(class'XComMeldContainerActor', kMeldActor) 2F 61 30 20 0E 62 00 00 00 43 27 00 00 4A 16 E6 00 //goto J0xE6 06 E6 00 //m_kMeldStats = Spawn(class'UISpecialMissionHUD_MeldStats', self) 0F 01 40 27 00 00 1C 12 FC FF FF 20 FB 27 00 00 17 4A 4A 4A 4A 4A 4A 16 //m_kMeldStats.Init(_controllerRef, _manager, self) 19 01 40 27 00 00 1D 00 00 00 00 00 00 1B 8D 41 00 00 00 00 00 00 00 45 27 00 00 00 44 27 00 00 17 16 //IN 31 //IP 30 The vanilla code is a little odd because it has a goto/break after the first iteration of the loop. This appears to be how Firaxis implemented a search for the only instance of the class'UISpecialMissionHUD_MeldStats Actor, then Spawn/Init. All I did was move the goto/break to before the Spawn/Init, thus disabling the UIHUD. Edited August 16, 2015 by Amineri Link to comment Share on other sites More sharing options...
TerribleName Posted August 16, 2015 Author Share Posted August 16, 2015 (edited) Then something else in the changes made since the original EW LW release has permanently broken the meld UI, because putting the break statement back was the first thing I did, but the big meld panels still won't turn back on. No idea why. I was hoping maybe it was because those UI elements were repurposed or commented out somewhere else I hadn't thought to look and you had the design notes documenting it. Oh well. Edit: Do you know what changes were made in UICollection_Tactical_SF.upk? I assume thats the file that actually holds all of the panel elements and it gets overwritten when installing Long War, starting in B10. I don't know how to deal with SF files so I'm at a loss for how to poke around inside them. Edited August 16, 2015 by TerribleName Link to comment Share on other sites More sharing options...
Amineri Posted August 16, 2015 Share Posted August 16, 2015 Ah, there was another chunk of code related to the big meld timers, it seems. In XComPresentationLayer.NeedsSpecialMission. Vanilla : //foreach AllActors(class'XComMeldContainerActor', kMeldActor) 2F 61 30 20 0E 62 00 00 00 39 75 00 00 4A 16 AC 00 //IP 30 //return true 04 27 //IN 31 //IP 30 LW //foreach AllActors(class'XComMeldContainerActor', kMeldActor) 2F 61 30 20 0E 62 00 00 00 39 75 00 00 4A 16 AC 00 //null ops 0B 0B 0B //IN 31 //IP 30 Link to comment Share on other sites More sharing options...
Zyxpsilon Posted August 21, 2015 Share Posted August 21, 2015 (edited) As proven by the snapshot below... http://s17.postimg.org/6n6o7sjj3/Meld_Timers_RE_Activated.png Following Amineri's hex-code hints given above, i was able to create a PatcherGui fix for the stuff!And *THAT's* what i was also missing greatly -- the after action report "Collected Box"!! :D Code below... MOD_NAME = Meld Timers Re-Activated AUTHOR = Zyxpsilon (Referenced by Amineri) DESCRIPTION = Two are simply better than none! UPK_FILE=XComGame.UPK [BEFORE_HEX] 2F 61 30 20 0E 62 00 00 00 43 27 00 00 4A 16 E6 00 06 E6 00 0F 01 40 27 00 00 1C 12 FC FF FF 20 FB 27 00 00 17 4A 4A 4A 4A 4A 4A 16 19 01 40 27 00 00 1D 00 00 00 00 00 00 1B 8D 41 00 00 00 00 00 00 00 45 27 00 00 00 44 27 00 00 17 16 31 30 [AFTER_HEX] 2F 61 30 20 0E 62 00 00 00 43 27 00 00 4A 16 E6 00 0F 01 40 27 00 00 1C 12 FC FF FF 20 FB 27 00 00 17 4A 4A 4A 4A 4A 4A 16 19 01 40 27 00 00 1D 00 00 00 00 00 00 1B 8D 41 00 00 00 00 00 00 00 45 27 00 00 00 44 27 00 00 17 16 06 E6 00 31 30 [BEFORE_HEX] 2F 61 30 20 0E 62 00 00 00 39 75 00 00 4A 16 AC 00 0B 0B 0B 31 30 [AFTER_HEX] 2F 61 30 20 0E 62 00 00 00 39 75 00 00 4A 16 AC 00 30 04 27 31 30Thanks a lot, beauty! Edited August 23, 2015 by Zyxpsilon Link to comment Share on other sites More sharing options...
TerribleName Posted August 27, 2015 Author Share Posted August 27, 2015 I found the meld arrows intrusive so I went back and took those out of my own mod. I really just wanted the big countdown panels because I feel they add to the tension of a mission. Link to comment Share on other sites More sharing options...
Recommended Posts