Zyxpsilon Posted April 7, 2016 Author Share Posted April 7, 2016 Nearly a month later -- still at it, i suppose! :ninja: Link to comment Share on other sites More sharing options...
Zyxpsilon Posted May 20, 2016 Author Share Posted May 20, 2016 (edited) I dunno what's happening at this point with SuperD's coding tasks... all i know is that "LAByrinth" development has somehow stalled. I guess, we might have to just wait even more until the last DLC (Shen's Gift) adds extra content & gameplay mechanics. Heck... the AH rulers need to be inserted into the Tech-Tree design yet again!! :wink: ------------- ! EDIT (02/06:PM).... So, i gave myself until early June to take a final decision about this project. It's really sad but i have no choice but to consider the predicted coding task(s) by SuperD abandonned. Along with creating that wild interactive Tech-Tree and its cool features. Dissappointed is a small word to describe how i feel right now.. after almost three full months of extensive work done on the concept itself -- it all goes to waste as of today. Unless i get specific news, facts & details from him otherwise -- LAByrinth is a miserable "collaboration" failure. :sad: :down: Edited June 3, 2016 by Zyxpsilon Link to comment Share on other sites More sharing options...
Zyxpsilon Posted June 4, 2016 Author Share Posted June 4, 2016 Soooooo.. might as well reveal almost everything at once. A) First phase... http://s33.postimg.org/ru8j32lkf/Concept_A.png B) Second phase... http://s33.postimg.org/gfqstynqn/Concept_B.png E) Last phase... http://s33.postimg.org/9ojoctq5r/Concept_E.png Kinda obvious isn't it? Why would such an extensive bunch of thoughts suddenly lose all its potential Modding value? :ohmy: Thus -- in a swift brainstorming afternoon, i finally realized that i **COULD** find some ways to implement a redux version of that thingy. May take a while before i dig far enough into UC scripting stuff to obtain minimal quality with strictly limited features -- but, i'm a gambler by nature. As the proberb says; we're always better served by our own work! See ya when & then, people! :D Link to comment Share on other sites More sharing options...
jgbaxter Posted June 5, 2016 Share Posted June 5, 2016 Sexy. Link to comment Share on other sites More sharing options...
Zyxpsilon Posted June 5, 2016 Author Share Posted June 5, 2016 Whammy, too! :D Link to comment Share on other sites More sharing options...
Zyxpsilon Posted June 24, 2016 Author Share Posted June 24, 2016 (edited) As of today, WE're getting very near to a "Demo-Status" release. Thanks to a new development partnership with GrimyBunyip.. the UC script-code(s) are receiving some serious attention while also enhancing the whole concept with cool features -- two brains are better than none. Final Tech-Tree structure... Yeah! :D :dance: PS; Well -- that was not so final after all!! :) Edited July 18, 2016 by Zyxpsilon Link to comment Share on other sites More sharing options...
Zyxpsilon Posted July 18, 2016 Author Share Posted July 18, 2016 (edited) Spectacular news this evening Folks! LAByrinth .. has been officially released. Get it from this Steam link; http://steamcommunity.com/sharedfiles/filedetails/?id=726644031 :wub: Edited July 18, 2016 by Zyxpsilon Link to comment Share on other sites More sharing options...
Zyxpsilon Posted October 22, 2016 Author Share Posted October 22, 2016 (edited) I'll be releasing a major new Update to this mod .. very soon. So, there will also be some gimmicky task for my subscribers. Details below... ------------ Some of the GFX/Flash components used by your default XComGame.INT file aren't responsive to a few modded strings from within my next version. Thus -- in order to get the exact same small HUD changes as i do (until we find how to do this stuff directly), you'll have to manually edit the Vanilla file itself that can be found in this folder; (YOUR--Drive#):\Steam\steamapps\common\XCOM 2\XComGame\Localization\INTHere's what they should look like InGame once the file has been edited... Be aware that official updates (VERY rare at this point) would most likely reset these changes to what they once were. So, the manual editing process would need to be redone again.It's relatively simple. You'll be rem'ming the defaults with a semi-column ( ; ) and then, add these new alternate lines as shown below. --------------------(( Line #8989 )) * ADAPT Menu ButtonFrom ... [uIAvengerShortcuts];LabelCQ_XCOMDatabase=XCOM ArchivesLabelCQ_XCOMDatabase=XCOM Archives + LAByrinth <img src='img:///UILibrary_Common.status_revealed' width='24' height='24' vspace='-4'>(( Lines #9683+9684 )) * REPLACE default Archives HeaderFrom ... [uIInventory_XComDatabase];m_strTitle=XCOM ARCHIVES;m_strSubTitleTitle=ACCESSING DATABASE...m_strTitle=<font color='#27AAE1'>LAByrinth</font>m_strSubTitleTitle=Revealing some FACTS...(( Lines #10751+10754+10757 )) * REMOVE three "MAKE .. AVAILABLE" clutterFrom ... [uISquadSelect];m_strStripWeapons=MAKE WEAPONS AVAILABLEm_strStripWeapons=Ω WEAPONS...;m_strStripGear=MAKE ARMOR AVAILABLEm_strStripGear=Ω ARMOR...;m_strStripItems=MAKE UTILITY ITEMS AVAILABLEm_strStripItems=Ω ITEMS...(( Lines #10760+10765 )) * ADAPT Load-Out Button & ADD "Optimal-Skyranger IMG" inside its ToolTipFrom ... [uISquadSelect];m_strBuildItems=BUILD ITEMSm_strBuildItems=BUILD ••• ITEMS...;m_strTooltipBuildItems=Quick jump to Engineering to build items, and return here.m_strTooltipBuildItems=<img src='img:///LABy_UILibrary.LABy_OptimSKR' width='256' height='128' vscape='0'>\nQuick jump to Engineering...------------------! Done ! Edited October 22, 2016 by Zyxpsilon Link to comment Share on other sites More sharing options...
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