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UI Editing


johnnylump

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Whoot! :wub: Congratulations! Hope others realize what a major advance this is for the community. New content of all sorts is now possible. Updating the "Modding with the UDK" wiki article now.

 

May I use this screenshot for illustration?

 

Edit: Aha. I see you uploaded it to the wiki, so I already have permission. Great. Page updated.

 

BTW: What happens when you try to use a newer version of the UDK? XCOM won't recognize the cooked package so it isn't backwards compatible?

 

-Dubious-

Edited by dubiousintent
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BTW: What happens when you try to use a newer version of the UDK? XCOM won't recognize the cooked package so it isn't backwards compatible?

You can see in some of the earlier posts what happened when I use a more recent version of the UDK. In that case the package won't load, or if I try and hex edit it to force it to load then the game CTDs because the upk format was slightly altered.
That said, I've found/downloaded a March 2011 version of the UDK which might still be prior to when Firaxis froze their Unreal Engine version, but I haven't tried it out:
June 2010 UDK : version 727, engine version 6829
Firaxis Unreal version : XCOM EW : Version 845, Engine Version 8916

March 2012 UDK : Version 859, Licensee Version 0, Engine Version 9656

 

It seems like it wasn't too far before March 2012, so I think the March 2011 version might work. JL also found a December 2011 version that possibly might work.

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It seems like there was some initial thought of supporting modding better with XCOM, but I guess there wasn't the funding or time, maybe?

 

Anyhow, in the function XComGameInfo I found the variables :

config array<config string> ModNames
array<XComMod> Mods

However, ModNames isn't ever configured or used, and the XComMod class is empty.

 

I did, however, use the ModNames config array to define the pathnames to the inventory image data, replacing the need to perform hex edits in order to insert a new inventory image. This will simplify the steps of adding/replacing an inventory image to :

1) Downloaded and installed June2010 UDK -- I found the older version here : http://download.cnet...418.html?tag=bc

2) Created a new package in UDK.

3) Copied the LongWar.upk file into the appropriate CookedPCConsole folder. The new upk is already uncompressed. No hex alterations to the upk are required.

4) Configured the game to load the upk in DefaultContent.ini by adding the line Package=LongWar

5) Edit DefaultGame.ini ModNames to update the pathname for the new image

The result is that (after the initial hex mod is applied), new/replacement images can be added to the game with zero hex editing.

FYI, the new config lines look like :

  Reveal hidden contents

 

This basically replicates the current state of Long War beta10, which has added a bunch of new items but is still using duplicates of the existing vanilla inventory images.

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I did some further refining on which UDK version works with XCOM:EW.

 

June 2010 UDK : version 727, engine version 6829
September 2011 UDK : Version 845, Engine Version 8916
Firaxis Unreal version : XCOM EU : Version 845, Engine Version 8916
Firaxis Unreal version : XCOM EW : Version 845, Engine Version 8917
December 2011 UDK : Version 852, Engine Version 9249
March 2012 UDK : Version 859, Engine Version 9656
Update :
It appears that the September 2011 UDK matches the Enemy Unknown versions exactly. However Enemy Within incremented the Engine Version by 1, which I can only guess is due to some minor change, perhaps something that Firaxis did to the Unreal Engine source code?
The Septemer 2011 UDK I found here : http://www.gamershell.com/download_79672.shtml
Edited by Amineri
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