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Rick Sergeant

Joined: 05 May 2007 Posts: 101
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Posted: Sat May 05, 2007 6:11 pm Post subject: Modding UFO:ET |
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Moderator-Moriarty note: Split from the other modding thread. You can use this one to discuss modding as there is no dedicated forum for that.
Hello, I made a utility to extract the game archives. I originally posted this in the SA thread about UFO:ET.
| Quote: Okay, I couldn't figure out how to tell UFO:ET to load files on disk first, so I came up with an alternative solution (since it does load them, after files in archives). I decided to go with the route of making a dummy blank.xbig (that is, an xbig archive with no files in it). Then you can just extract the system.xbg (or whichever one you want) and replace it with the blank one, since some xbigs are outright required and the game won't start without them.
So, my suggested steps:
a) Copy 'data' directory to another place (for backup purposes).
b) Use xbig to extract system.xbig ('xbig.exe e system.xbg'). xbig is a console application, so you will need to run it from a console (obviously).
c) Delete system.xbg.
d) Copy blank.xbig to system.xbg.
e) Yay, modding!
Download:
blank.xbig
xbig.exe (1.01)
PS:
Extracted files do go in the data directory, A bit messy, but unavoidable. Lots of modding possibilities though. |
Moderator-tywiggins note: Rick's link to xbig.exe no longer work. Until he fixes it, you can get it from here (this also contains his blank.xbg file):
xbig.zip
Last edited by Rick on Sun May 06, 2007 5:21 am; edited 2 times in total |
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Akab Rookie


Joined: 05 May 2007 Posts: 3
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Posted: Sat May 05, 2007 8:52 pm Post subject: |
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Nice tool... extract files very fast....
Can you send us a tools to re-compile the estracted one...
once modded ?
i have serch the web... but with no fortune... 
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Galfar Sergeant


Joined: 06 Nov 2003 Posts: 134
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Posted: Sat May 05, 2007 10:11 pm Post subject: |
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That was fast.
I hope I'll see some nice mods 
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_________________ UFO: ET Dev
Avatar by AJ Rimmer's Advanced Avatar Workshop |
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Drauk Corporal first class

Joined: 30 Apr 2007 Posts: 62
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Posted: Sat May 05, 2007 10:13 pm Post subject: |
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Heh, here is the answer to AI always firing from fog
const int SIGHT_RANGE = 12;
const int AI_SIGHT_RANGE = 14;
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mephistoex Corporal first class


Joined: 29 Apr 2007 Posts: 70
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Posted: Sat May 05, 2007 10:19 pm Post subject: |
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| Drauk wrote: Heh, here is the answer to AI always firing from fog
const int SIGHT_RANGE = 12;
const int AI_SIGHT_RANGE = 14; |
That would suggest it's the same with night and day missions. It's a bit weird I must say.
One thing I'd like to maybe see modded is some.. epic lenght playing. I mean some of the tech just switches so fast that you never really use them. I've never used pistol and the rifle I've only used on couple first missions.
I use laser rifle for a while though.
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mephistoex Corporal first class


Joined: 29 Apr 2007 Posts: 70
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Posted: Sat May 05, 2007 10:24 pm Post subject: |
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I don't mind the AI seeing you a couple paces further, if I remember correct it was like that in the original too. I'm just thinking that it could probably be possible to switch that constant debending on if the mission is a night mission, dusk mission(?) or a day mission. Then someone could count the distance you can see in the original xcom and make it so.
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Galfar Sergeant


Joined: 06 Nov 2003 Posts: 134
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Posted: Sat May 05, 2007 10:30 pm Post subject: |
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| mephistoex wrote: I don't mind the AI seeing you a couple paces further, if I remember correct it was like that in the original too. I'm just thinking that it could probably be possible to switch that constant debending on if the mission is a night mission, dusk mission(?) or a day mission. Then someone could count the distance you can see in the original xcom and make it so. |
It is quite easy in fact. I even implemented this once but someone from Chaos overlords didn't like it.
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_________________ UFO: ET Dev
Avatar by AJ Rimmer's Advanced Avatar Workshop |
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mephistoex Corporal first class


Joined: 29 Apr 2007 Posts: 70
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Posted: Sat May 05, 2007 10:41 pm Post subject: |
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Galfar wrote: | mephistoex wrote: I don't mind the AI seeing you a couple paces further, if I remember correct it was like that in the original too. I'm just thinking that it could probably be possible to switch that constant debending on if the mission is a night mission, dusk mission(?) or a day mission. Then someone could count the distance you can see in the original xcom and make it so. |
It is quite easy in fact. I even implemented this once but someone from Chaos overlords didn't like it. |
Hmm.. to me the thing that you see the same distance during night and day is one of the biggest gribes. Everything else doesn't matter. Should actually be a lot smaller during the night. I remember the night missions being ridiculously hard in the original. Try some muton or late sectoid terror mission during the night.
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Galfar Sergeant


Joined: 06 Nov 2003 Posts: 134
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Posted: Sat May 05, 2007 10:51 pm Post subject: |
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| mephistoex wrote: Hmm.. to me the thing that you see the same distance during night and day is one of the biggest gribes. Everything else doesn't matter. Should actually be a lot smaller during the night. I remember the night missions being ridiculously hard in the original. Try some muton or late sectoid terror mission during the night. |
I find that irritating too. But as I wrote it is not hard to mod in different sight ranges for day and night missions.
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_________________ UFO: ET Dev
Avatar by AJ Rimmer's Advanced Avatar Workshop |
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Edswor Corporal first class


Joined: 26 Apr 2007 Posts: 74 Location: Madrid, Spain
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Posted: Sat May 05, 2007 11:24 pm Post subject: |
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Rick, can we get the source files of this extractor?
I have been looking to the files, and it's incredible the work . Great Chaos Concept-
We can mod everything, and one thing that have been said in the forums about hotkeys it's true, they are only in the globe (or for debugging purposes), but we can add them very easily.
I'll try some changes first, to get them work, then I'll look to see if I can add some of those hotkeys .
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Edswor Corporal first class


Joined: 26 Apr 2007 Posts: 74 Location: Madrid, Spain
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Posted: Sun May 06, 2007 12:22 am Post subject: |
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Oh, I never dreamed with this level of customization for this game .
I have added a hotkey for kneeling, so if you have a soldier selected and press Return you soldier will kneel or "un-kneel". I just simple added the code from the GUI button and added it to a new keypressed
So, what hotkeys do you want and with which keys to be associated? .
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shadowenergy Corporal

Joined: 05 May 2007 Posts: 48
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Posted: Sun May 06, 2007 12:25 am Post subject: |
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if hotkeys are possible to add, please add some for shots/crouching.
thanx in advance.
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Akab Rookie


Joined: 05 May 2007 Posts: 3
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Posted: Sun May 06, 2007 12:30 am Post subject: |
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If someone can tell us where found a re-compiler for files extracted from
Xbig archive... whe can use the same "native" library package in future mod.
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Iskandar Warrant officer


Joined: 03 May 2007 Posts: 330
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Posted: Sun May 06, 2007 1:02 am Post subject: |
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um, wow. this is cool. means that we can probably mod this game all out.
depending on how complex this is, and how hard coded things are, I'm going to check out if I can fix the sightliness for the soldiers. give them a bit more of a field of view, maybe change sight distance for say and night.
(someone check for me what X-Com's range of sight was for day and night?)
edit: aha...
const float SIGHT_H_ANGLE = PI/3.5;
const float SIGHT_V_ANGLE = PI/3.5;
now, let's see what this does...
Last edited by Iskandar on Sun May 06, 2007 1:14 am; edited 1 time in total |
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shadowenergy Corporal

Joined: 05 May 2007 Posts: 48
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Posted: Sun May 06, 2007 1:07 am Post subject: |
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| Iskandar wrote: depending on how complex this is, and how hardcoded things are, I'm going to check out if I can fix the sightlines for the soldiers. give them a bit more of a field of view.
(someolne check for me what X-com's range of sight was for day and night?) |
you can, its already been posted in this thread.
| Drauk wrote: Heh, here is the answer to AI always firing from fog
const int SIGHT_RANGE = 12;
const int AI_SIGHT_RANGE = 14; |
making that 15, 17 would make exploring faster and still give the aliens an advantage.
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