Daemonjax Posted October 21, 2012 Share Posted October 21, 2012 (edited) @dose206 i like HxD but tbh, its more about what you like ;) Pretty Nice Overview Hey, I use HxD too! :D Edited October 21, 2012 by Daemonjax Link to comment Share on other sites More sharing options...
Caiman Posted October 21, 2012 Share Posted October 21, 2012 I also use HxD(for about 2 or 3 days now? :P ) and look at what I "found out" just now: Its actually like I said(even though that constant is still not being used ;) ). Without actually converting anything to Hex, I can just search for the constants whole hash data inside the .exe and then edit the corresponding number(in this case it was a 1 edited to a 4) on the right. UE Explorer shows that change actually "happened".So now I´ll have to check out those functions Daemonjax mentioned... Link to comment Share on other sites More sharing options...
tbkiah Posted October 21, 2012 Share Posted October 21, 2012 What file are you opening to change these constant values? Link to comment Share on other sites More sharing options...
Lethargus Posted October 21, 2012 Share Posted October 21, 2012 (edited) What file are you opening to change these constant values? Looks like he's decompressing XComGame.upk and editing that. On the note of hex editors, I prefer 010 Editor because I can easily create templates that parse out data structures for me. Makes deciphering things a lot easier once you've figured out what things are. Edited October 21, 2012 by Lethargus Link to comment Share on other sites More sharing options...
Caiman Posted October 21, 2012 Share Posted October 21, 2012 (edited) I´m editing it inside the actual xcomgame.upk, but I search for the proper Hex Values using the whole Hex Values of the const(Base_Num_Rockets.const ; still open in the Hex Editor; like described elsewhere on the forum), which you get when you unpack (UPKpacker) the xcomgame.upk(it is inside the XGTacticalGameCoreNativeBase folder). @Lethargus:Exactly. I decompressed it so I can edit it in the Hex editor.Would it be possible to make such a template with everything shared until now?+= B8 -= B9 Abs BA Sin BB Cos BC Tan BD Atan BE Exp BF Loge C0 Sqrt C1 Square C2 FRand C3 FMin F4 FMax F5 FClamp F6 Lerp F7 Round C7 - D3 * D4 * D5 * 28 / D6 + D7 - D8 << 13 >> 14 == D9 != DA Dot DB Cross DC *= DD *= 29 /= DE += DF -= E0 VSize E1 VSizeSq E4 Normal E2 VRand FC MirrorVectorByNormal 2C ProjectOnTo DC IsZero DD == 8E != CB * 1F * 20 / 21 *= 22 /= 23 + 3C - 3D += 3E -= 3F GetAxes E5 GetUnAxes E6 RotRand 40 $ 70 @ A8 < 73 > 74 <= 78 >= 79 == 7A != 7B ~= 7C $= 42 @= 43 -= 44 Len 7D InStr 7E Mid 7F Left 80 Right EA Caps EB Locs EE Chr EC Asc ED Repl C9 == 72 != 77 ClassIsChildOf 20 IsA C5 == FE != FF + E0 - F0 LogInternal E7 WarnInternal E8 GotoState 71 IsInState 19 GetStateName 1C Enable 75 Disable 76 SaveConfig 18 Sleep 00 FinishAnim 50 SetCollision 60 SetCollisionSize 1B Move A0 SetLocation B0 SetRotation 2B MoveSmooth 81 AutonomousPhysics 83 SetBase 2A SetOwner 10 SetPhysics 82 Trace 15 FastTrace 24 Destroy 17 SetTimer 18 MakeNoise 00 PlayerCanSeeMe 14 GetURLMap 23 AllActors 30 DynamicActors 39 ChildActors 31 BasedActors 32 TouchingActors 33 TraceActors 35 VisibleActors 37 VisibleCollidingActors 38 CollidingActors 41 LineOfSightTo 20 CanSee 15 CanSeeByPoints 19 PickTarget 13 MoveTo F4 MoveToward F6 FinishRotation FC FindPathTo 60 FindPathToward 50 FindRandomDest D0 PointReachable 90 ActorReachable 80 PickWallAdjust E0 WaitForLanding F0 UpdateURL 22 FindStairRotation C0 IsSeatControllerReplicationViewer E7 BUILD SUCCESSFUL (total time: 0 seconds) 0 25 1 26 YES 27 NO 28 If it is possible- I´d very much like you to share that. :) Edited October 21, 2012 by Caiman Link to comment Share on other sites More sharing options...
tbkiah Posted October 21, 2012 Share Posted October 21, 2012 You should try changing a constant that isn't part of a perk.. like low/high cover defense.. or something along those lines. Where do you get your values for constants? The values never seem to make any sense to me. Link to comment Share on other sites More sharing options...
tbkiah Posted October 21, 2012 Share Posted October 21, 2012 I found this in XcomGame under XcomTacticalGameCore simulated function int GetBasicKillXP(XGUnit kUnit) { local int iKillXP; local float fKillBonus; iKillXP = 30; // End:0x5b Loop:False if(kUnit.GetPlayer().m_arrOTSHistory[6] > 0) { fKillBonus = 1.25; } // End:0x6a else { fKillBonus = 1.00; } return int(float(iKillXP) * fKillBonus); } The reason i bring this up is because I thought personally the Const XP_KILL = 50 in the XGTacticalGameCoreNativeBase would have been used... So i think we really need to dig in to the files to find out where the values for all this s*** really is... I might to change kill XP to something stupid like 9000 and see what happens. Link to comment Share on other sites More sharing options...
Daemonjax Posted October 21, 2012 Share Posted October 21, 2012 (edited) You should try changing a constant that isn't part of a perk.. like low/high cover defense.. or something along those lines. I actually made a tutorial for changing those... at the end I had to say that it didn't work. ;) I'm beginning to think all those constants are there just to f*** with us :D Edited October 21, 2012 by Daemonjax Link to comment Share on other sites More sharing options...
dreadylein Posted October 21, 2012 Share Posted October 21, 2012 mh more like leftovers from building the game logic i guess ;D Link to comment Share on other sites More sharing options...
Lethargus Posted October 21, 2012 Share Posted October 21, 2012 (edited) I´m editing it inside the actual xcomgame.upk, but I search for the proper Hex Values using the whole Hex Values of the const(Base_Num_Rockets.const ; still open in the Hex Editor; like described elsewhere on the forum), which you get when you unpack (UPKpacker) the xcomgame.upk(it is inside the XGTacticalGameCoreNativeBase folder). @Lethargus:Exactly. I decompressed it so I can edit it in the Hex editor.Would it be possible to make such a template with everything shared until now? If it is possible- I´d very much like you to share that. :) It might be possible if I knew the structure of upk files better. As it is I'm just hard coding in jumps to the areas of the file I'm interested in and creating structures around that. For instance, take a look at the same place in the file that you showed. I have the rocket value highlighted under the cursor. All the green is set by the template and shows the other values surrounding it. If someone can find a structure definition for upk files I can put together a full template. Since this is just editing without recompiling, we're kinda limited on keeping things the same size. Since it appears to use strings for the values we have a little more freedom, but if it's 50, we could only change it to 99. Even if we change the associated size field to match the new value field's size, I would suspect there's an overall size field for the file section somewhere else that would also need to be updated. Again, if I knew the upk structure better... Edited October 21, 2012 by Lethargus Link to comment Share on other sites More sharing options...
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