tracktwo Posted February 22, 2016 Share Posted February 22, 2016 Another item for the wish list: An XComGameState subclass that implements X2Visualized that we can subclass for new states. I've been playing around with adding new tile overlays for unevac-able tiles for evac all. It all works, but I need to use a hack to refresh the visualization on saved game load because my new game state that represents this visualization is not recognized by the game when it syncs all the visualizers after loading. The problem is only states that implement X2Visualized are considered for syncing, and X2Visualized is a native interface so we can't implement it with non-native classes. I can't think of any other way to work around this other than subclassing some state type that already implements it. But I don't want to accidentally inherit any behavior from the existing state types. Link to comment Share on other sites More sharing options...
davidlallen Posted February 22, 2016 Share Posted February 22, 2016 I could really use a suggestion on this:http://forums.nexusmods.com/index.php?/topic/3825825-how-can-this-change-cause-that-bug/I am forced to replace the whole XComCharacterCustomization class, but doing that has a weird side effect that many of its menus lose their colors. Link to comment Share on other sites More sharing options...
DarkAnsem Posted February 22, 2016 Share Posted February 22, 2016 Addendum: I am trying to add a "cryo grenade", but for the life of me, it apparently is impossible to add a new "ice" element. Link to comment Share on other sites More sharing options...
AdmiralScorpii Posted February 23, 2016 Share Posted February 23, 2016 Well I've discovered a bug in the vanilla code and I'm wondering if there's a way to fix it http://forums.nexusmods.com/index.php?/topic/3834025-facility-upgrade-cost-possibly-bugged/ Link to comment Share on other sites More sharing options...
Lucubration Posted February 23, 2016 Share Posted February 23, 2016 (edited) Thanks for your offer of support, FxsRMcFall. I'd like to ask a few questions about problems which may already have solutions that we haven't considered yet:Is it possible to add new hazard types (fire, poison, acid, etc)? I tried tracking things down only to run into some native functions that implied the management of hazard types was done beyond our reach. Am I missing a set of entries in a config file somewhere, or similar?As an addendum, if we can add new hazard types, is there some workaround to them using what appear to be flag values (2, 4, 8, 16, etc) to avoid conflicts of hazard types between mods?Is it possible to reference work from Mod A in Mod B, to make either extensions to existing mods, or to release modding frameworks for other authors to build on?I'll try to think of more questions later, but those are a couple of biggies that have cropped up for me. Edited February 23, 2016 by Lucubration Link to comment Share on other sites More sharing options...
TisKwahn Posted February 24, 2016 Share Posted February 24, 2016 (edited) Many of the obstacles I've hit as a modder in this game have been addressed, but I would like to bring up one: Could there be futher documentation that covers things like `HISTORY , `XCOMGAME , `XCOMHISTORY , `XWORLD , `HQPRES , `TACTICALMISSIONMGR , `SHAPEMGR , `BATTLE , `XENGINE and some details about how they're expected to be used or hooked into? The comments are good, and the code is pretty reasonable, but when and how things are called and used are really helpful. Thank you for being accessible and responsive to our requests! :D Edited February 24, 2016 by TisKwahn Link to comment Share on other sites More sharing options...
Zyxpsilon Posted February 24, 2016 Share Posted February 24, 2016 (edited) Agreed 200+% with you, TisKwahn. Why was i comin' here for ?! Oh yes. I will soon be in serious needs for a few more custom colors to toggle many "Icons" (ref:LAByrinth) with.Found this precious stuff in burried code files... That's where and how... XC2--Classes::UIUtilities_Colors (COLORS-REFS)-----------------------------------------// TAKEN FROM Colors.as - keep in sync - sbatistaconst WHITE_HTML_COLOR = "FFFFFF"; // Whiteconst BLACK_HTML_COLOR = "000000"; // Blackconst NORMAL_HTML_COLOR = "9ACBCB"; // Cyanconst FADED_HTML_COLOR = "546F6F"; // Faded Cyanconst HILITE_HTML_COLOR = "9ACBCB"; // Cyanconst HILITE_TEXT_HTML_COLOR = "000000"; // Blackconst HEADER_HTML_COLOR = "ACA68A"; // Faded Yellowconst DISABLED_HTML_COLOR = "828282"; // Grayconst GOOD_HTML_COLOR = "53B45E"; // Greenconst BAD_HTML_COLOR = "BF1E2E"; // Redconst WARNING_HTML_COLOR = "FDCE2B"; // Yellowconst PERK_HTML_COLOR = "FEF4CB"; // Perk / Promotion Yellowconst CASH_HTML_COLOR = "5CD16C"; // Greenconst PSIONIC_HTML_COLOR = "B6B3E3"; // Purpleconst WARNING2_HTML_COLOR = "E69831"; // Orangeconst ENGINEERING_HTML_COLOR = "F7941E"; // Orange engineeringconst SCIENCE_HTML_COLOR = "27AAE1"; // Blue scienceconst OBJECTIVEICON_HTML_COLOR = "53B45E"; // background of objective icons on the ability hud----------------------------------- How do i proceed **CORRECTLY** and objectively, please? Edited February 24, 2016 by Zyxpsilon Link to comment Share on other sites More sharing options...
Drakous79 Posted February 25, 2016 Share Posted February 25, 2016 (edited) Zyx, I think these colors are defined in action script embedded in swf movie (we don't have source of?) and constants you've found are just a reference. Do you remember XCOM EW re-clr of Load / Save screen? In EW there was class Colors in most swf movies and one central swf, that overriden local Colors in EW. If you need to recolor text string, maybe you could use UIUtilities_Text.GetColoredText and UIUtilities_Colors.ColorString with some advanced coding. Edit: Flash source files (XComGame\Flash\) not available, maybe for copyright reasons. Edited February 25, 2016 by Drakous79 Link to comment Share on other sites More sharing options...
Zyxpsilon Posted February 25, 2016 Share Posted February 25, 2016 (edited) Yes - that's right... at first i thought they had somehow changed the HTML coloring context(s) away from gfx/swf compositing. It's probably sbatista remark of "Keep in Sync" that mislead (or confused) me the most. Here's my current plans (in a weird theory) for HTML dispatching. 1) The top right side row of HUD icons (End-Turn, Next+Previous, etc) are using those principles to toggle their active states (ON/OFF, hovering) while i simply could snatch a texture hash-tag for the Re-CLR mod stuff. So in my wacky mind, i wanted to have more "Static defaults" pre-defined for later use under various custom functions -- if & when need be. 2) The ingame Tech-Tree project (LAByrinth) would also need a wider complexity of such colors (when toggled) to tag various gameplay facts in a possible flow-chart style device. Research_Blue=Check... Engineering_Orange=Check... But if you recall LW-Pedia_DB had given Armors/Yellow... Weapons/Red... SmallItems/DarkOrange... etc. So to maintain some sort of consistant approach, their available pool of colors is too limited for what i need to achieve. 3) Since LW had eight Classes i decided to make their Icons coloring schema unique... but also the various perks did get a distinctive "Framing box" to put most in their relative origins as direct references. I'd like to offer a similar system for XC2 -- but again, by only toggling a dedicated 8 colors HTML dataset (see below). Faster, easier, familiar (to me). http://s17.postimg.org/3kotd9rmn/Swatches_RANKS.png ... Ranks palette. http://s24.postimg.org/nfxzc199x/Swatches_CLASSES_HTML.png ... Classes palette. L/R= Psi, UI-Cyan, GeneMods, MECs, Grenadier, Medic, Gunner, Rocketeer, Assault, Infantry, Scout, Sniper! Sooooooo.. since XC2 can also have EIGHT pseudo-classes by selecting two distinct sides - there is surely an indirect design connection for me to exploit eventually with at least, Perks identifications and rapid visual detection. Throw in the newest "random" bonus gimmick and you get how specific colors could help out. Toggling i predict could allow for much smoother integration and less busy code. 4) I really hope GFX+SWF editing (( low level fiddling might even be enough for some people! )) will soon be made available by an extra SDK toolset. Considering 80+% of the whole interactive HUD stuff depends on Flash components -- it's a spectacular Modding control they'd keep away from everyone for i don't actually care what vague reasons. Adobe_Flash is seriously MUCH too costly for the hobby driven crowds out there. Ideas are fun to have. Paying for solid results though is a very different beast or obstacle. Firaxis & 2K absolutely need to step up to the plate and take a swing at proper Modding capacities for the masses of talented minds just waiting to make this gameplay even more enjoyable. SDK is the pocket knife edge, we just need (or want) a true Ranger's bloody metallic Scimitar that never misses. Edited February 25, 2016 by Zyxpsilon Link to comment Share on other sites More sharing options...
swinka6666 Posted February 25, 2016 Share Posted February 25, 2016 (edited) You must enter a post. Edited April 27, 2016 by swinka6666 Link to comment Share on other sites More sharing options...
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