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2016-03-17 Patch SDK Changes


abeclancy

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I'm just going to list the files changed by today's SDK update. I keep copies of the previous SDK on hand and in a repository so that I can compare and update my mods as I need to. If people think this information might be useful for them, I could do something like create a Git repo and put all the SDK files up there.

 

 

XComGame/Classes:

 

CharacterPoolManager.uc

UIAlert.uc

UICharacterPool.uc

UICustomize.uc

UICustomize_Info.uc

UICustomize_Menu.uc

UICustomize_Props.uc

UICustomize_Trait.uc

UILoadGame.uc

UIMechaListItem.uc

UIMouseGuard_RotatePawn.uc

UIOptionsPCScreen.uc

UIScrollingText.uc

UISquadSelect.uc

UIText.uc

X2BodyPartTemplate.uc

X2BodyPartTemplateManager.uc

X2DownloadableContentInfo.uc

X2ItemTemplate.uc

X2SchematicTemplate.uc

X2SimpleBodyPartFilter.uc

X2TacticalGameRulesetDataStructures.uc

XComCharacterCustomization.uc

XComCheatManager.uc

XComGameState_Unit.uc

XComHumanPawn.uc

XComOnlineProfileSettingsDataBlob.uc

XGCharacterGenerator.uc

XGUnit.uc

 

edit: Update on March 27 updated XCom2.exe but nothing else. Don't know what it actually changed.

edit: Update on April 7th (or somewhere abouts) that updates XCom2.exe but nothing else.

Edited by abeclancy
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That's a super useful/great idea.

 

As someone who has to deal with pretty strict data limits, and develops on a different machine that I build on, the large size of the SDK is a pretty prohibitive download, which makes me have to be very careful about updating. (I actually had to wait until the next billing cycle in between downloading the game and then SDK, and even then it still ended up costing me some extra overage charges :/).

 

A resource to at least know what has changed, and see what's different would be extremely appreciated :)

 

 

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From everything I've read, there was a ~100 MB patch to allow new customization options for right and left arm props, as well as a few bug fixes to stuff like the Grenadier's Demolish skill not updating the target's cover state.

Edited by Lucubration
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Sounds about right from when I looked at it. Of course there's also native code updates as well that are not in the UCs. For example, targeting priority is now once again highest percentage to lowest percentage. The 2016-03-10 patch bugged it out so your default target was the one with the lowest percentage, and I made a quick-and-dirty mod to reverse it, but it's no longer needed. They fixed their C++ native code so it works correctly now.

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Fixed their code?

Duh- not so fast.

 

All i got after getting all of the updated stuff along with Anarchy/DLC assets is an absolutely horrific performance stab during tactical missions as soon as i load a save.

 

So terrible in fact that it makes the game completely unbearable.

 

-- Every single time a move call is issued to each soldiers... there are frozen delays of nearly 1/3 seconds before they even start moving towards the targeted tiles.

-- Any attacks also get that delay.

-- In the middle of rifling shots -- you guessed it -- more delays.

 

Two things might have happened then between a solid installation set of files that gave me no troubles at all yesterday and this newest attempt at optimization by Firaxis.

 

1) They screwed up or

2) Mod conflicts.

 

sadly.. i'm not playing this game anymore - not under these conditions. No way. :sad:

Edited by Zyxpsilon
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Save with no Mods.. caused a crash that generated a Firaxis-report. Sent.

 

GateCrasher without mods.. worked!

 

Which means there's a 95-100% chance that a Mod conflict occurs.. also means, i'll have to patiently determine how & where the exact flaw happens.

May take some time to progressively activate them one-by-one until the tricky proof shows up for proper diagnostic.

 

No choice -- but it certainly is puzzling.

 

Let's see... .. ..

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