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7th May 2006, 1:02pm
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#1
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insidious one ![]() ![]() ![]() Group: Members Posts: 61 Joined: September 2005 From: Belgium Member No.: 3,849 |
Apoc'd (short for eXtraterrestial COMbat unit : Apocalypse editor) can edit the following aspects of xcom3:
CityScape (UFO2P.EXE) Research Manufacturing Funding Vehicles UFO&Alien Building loadouts Agent Equipment 1 Agent Equipment 2 Agent Equipment 3 Damage Modifiers (Thanks to Zombie) Unit Stats (Thanks to Zombie) BETA Vehicle Equipment 1 Vehicle Equipment 2 Vehicle Equipment 3 Vehicle Equipment Layouts Market Facilities BattleScape (TACP.EXE) Agent Equipment 1 Agent Equipment 2 Agent Equipment 3 Damage Modifiers (Thanks to Zombie) Unit Stats (Thanks to Zombie) BETA Buildings (CITYMAPX.BLD) BETA Savegames Vehicles BETA Market Buildings BETA Facilities Funding Cityscape Tiles ALPHA Mega-Primus Alien Dimension As you can see Agent Equipment 1, 2&3 data and damage modifiers&unit stats are present both in the cityscape as in the battlescape menu. There is no difference between them whatsoever. Changes made to UFO2P.EXE (cityscape) will automatically be saved to TACP.EXE (Battlescape) as well and vice versa. (note: as of version 2.03 you can force apoc'd to save data only to UFO2P.EXE or TACP.EXE by pressing ctrl+S) Sections here marked with BETA mean they are largely still unknown to me, like this: If you're feeling adventurous you could have a go at testing them to see what they do, any help is always appreciated Cityscape tile editing is ALPHA as apoc'd currently doesn't decode images, so you can't see which tile you're actually editing unless you use an external program that can. I recommend XME for this: http://www.geocities.com/SiliconValley/Peaks/4995/. Apoc'd will automatically create a backup of TACP.EXE and UFO2P.EXE called TACP.BAK and UFO2P.BAK in their respective folders (tacexe and ufoexe) if there isn't one already present. Same for the building data (ufodata/citymapX.bld), but NOT savegames! Edit at own risk. Known issues: the 'hex' field doesn't show the hexadecimal value as they are in the exe, should be reversed. To install simply extract the self extracting archive to your xcom apocalypse directory, or edit the first line of apoc'd.cfg to show the correct 'full' path (for example : c:\XCOMA\). The first time apoc'd runs it will try to detect your version of xcom apoc (german/english). If you receive a message it doesn't recognize yours, and when trying to edit something you get a load of gibberish you should send your exe files to me so I can add support for them, or manually edit the offsets in apoc'd.cfg ofcourse. If you have a german version it can't recognize you should first try to set apoc'd to use the german version's offsets (default setting for unrecognized version is english). You can do this by changing the two values below the directory filepath in apoc'd.cfg to 2. Set to 0 to retry detection. Apoc'd sports a basic, user(-unfriendly) interface, but unlike what you might think, does require directx. I found a website with a handful of useful tips on how to use apoc'd, check it out! http://www.ufopaedia.org/index.php?title=User:EsTeR Any comments are welcome! Update1: Added more Agent equipment stuff. Agent Equipment now also writes TACP.EXE. Apoc'd automatically creates a backup called TACP.EXE and UFO2P.EXE in their respective folders called TACP.bak and UFO2P.bak if they don't exist yet. Vehicle Equipment Layout Image field in the Vehicles section can now be edited. Agent Equipment still not complete and contains quite a lot of 'Unknown' fields, if you're feeling adventurous, try changing them and seeing what they do yourself. Any help will be appreciated Update2: Apoc'd version 1.20 Added a lot of agent equipment data, I'm not sure what the developers were smoking when they decided to implement this, it's really hard to untangle their web. Update3: Apoc'd version 1.21 Discovered a bug in the Agent Equipment 2 section that caused apoc'd to crash, fixed. Update4: Apoc'd version 1.22 Added a "mass edit" function (M), which allows you to edit a single field of multiple records at once. You can either enter a constant value, or a percentage. To enter a percentage, you simply enter a value, followed by the '%' sign (without quotation marks). For example entering: '100%' will leave everything as it was Update5: Apoc'd version 1.23 More things to edit in the agent equipment 2 section: armor. No sight of the flying ability though, either there is yet ANOTHER chunk of data for armor, or it simply depends on the 'item effect' value (if it equals six, it means it can fly)... Oh well. Also fixed the escape button, it seems to work fine now. Update6: Apoc'd version 1.24 Small bugfix release, as it'll probably be a while before I add new stuff (lack of interest fixed: Entering a percentage (mass edit) in the Agent Equipment 2 (2/X) section. Blank screen when editing some fields. Auto backup function. Update7: Apoc'd version 2.00 Code change: now only loads data when needed, not all on startup (was getting too slow due to added savegame support). Same goes for saving changes, only saves data you're editing now instead of all data. Many new things added: (limited) savegame editing support. editing building data. (map position, name, owner, function, price etc etc... Mostly still unknown though) more battlescape stuff: damage modifiers & alien stats, thanks to Zombie for the data&support! Support for the german version of apocalypse. fast scrolling when holding down keys. (finally!) other minor improvements. Update8: Apoc'd version 2.01 Fixes incorrect saving when both tacp.exe and ufo2p.exe need to be altered. Now creates backups of citymap files. Update9: Apoc'd version 2.02 Mass Editing Functional again. Users can no longer edit empty 'buildings' in the building data section, crashing xcom. Also fixes bug where previously loaded building data was not reset properly. Fixed version number in self extracting archive's title window. Update10: Apoc'd version 2.03 Vehicles section in the savegames menu didn't save changes. Agent Equipment data 2 didn't save all data to the tacp.exe. Removed the transfer changes menu, not much data to transfer yet anyway. Vehicle Equipment 1 section was missing the first entry: "Empty Section" (okay, not that useful Vehicle Equipment Layouts section was missing the first entry: "UFO (0)" Added Vehicle Equipment 2 section (previous vehicle equipment 2 is now vehicle equipment 3, more or less matches agent equipment sections). This new section only contains ammo manufacturers though. Added Alien Artifact true/false to the Agent Equipment 1 section (for the first time ever I did not create a seperate section but added new data to an existing one, how's that for user-friendliness Added "Restore" function, shift+R restores selected entry with data from the backup file (so it will not work with savegames as they don't have a backup); not holding shift restores data from the file being edited since the last save (this is also used to detect whether something really has changed when prompting to 'really leave without saving') Added a "View" function for the Vehicle Equipment Layouts section showing what the selected layout will look like, due to apparent difficulty in editing them. When editing sections present both in tacp as ufo2p.exe pressing ctrl+S will save the data only to the file currently being edited (i.e. only ufo2p.exe when you're in the 'edit cityscape' menu and only tacp.exe when you're in the 'edit battlescape' menu). Update11: Apoc'd version 2.10 Added ALPHA support for tile editing (cityscape). Uncovered more data in the savedgame -> vehicles section. Added a view function for the (savedgame -> ) buildings and savedgame -> vehicles sections. Program no longer uses 100% system resources. Other minor improvements. Update12: Apoc'd version 2.20 Added Facilities data. Update13: Apoc'd version 2.30 Added UFO&Alien Building loadouts. Fixed a bug where apoc'd sometimes wouldn't detect&save changes. Update14: Apoc'd version 2.31a New version numbering system. Changed Alien unit stats section in Unit stats, because of the addition of Xcom units, gaurds&civilians. Added Funding data to the savedgames section. Fixed a bug when changing craft names in savedgames. Added the possibility to run apoc'd in fullscreen by adding "/fullscreen" (without the "") to the commandline option. If you find the editor runs slowly in windowed mode you should try the fullscreen mode. Update15: Apoc'd version 2.31b UFO&Alien building loadouts section was showing incorrect unit types. Fullscreen mode didn't always clear the screen properly. Download: http://www.strategycore.co.uk/files/index.php?dlid=642 This post has been edited by j'ordos: 12th November 2007, 12:30am |
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7th May 2006, 9:52pm
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#2
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![]() Mr. Grognard ![]() ![]() ![]() ![]() ![]() Group: Admin Posts: 2,775 Joined: January 2004 From: Sheboygan WI, USA Member No.: 1,322 |
-------------------- QUOTE(JellyfishGreen) Zombie: Empirical data's your only man, when formulating a research plan. A soldier's death is never in vain if it makes the formula more plain. A few dozen make a better case for refining that third decimal place. They call me Zombie because I don't sleep, as I slowly struggle to climb this heap, of corpses, data points, and trials, but from the top - I'll see for miles! |
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8th May 2006, 6:28am
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#3
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insidious one ![]() ![]() ![]() Group: Members Posts: 61 Joined: September 2005 From: Belgium Member No.: 3,849 |
Yeah well, I figured I'd first try to make sure there are no serious bugs left, some sort of pre-release if you will, but I guess it doesn't matter.
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21st May 2006, 10:46pm
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#4
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insidious one ![]() ![]() ![]() Group: Members Posts: 61 Joined: September 2005 From: Belgium Member No.: 3,849 |
I tried the file upload function for the latest versions (if it worked, don't bother accepting version 1.20
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2nd June 2006, 6:13am
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#5
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![]() Mr. Grognard ![]() ![]() ![]() ![]() ![]() Group: Admin Posts: 2,775 Joined: January 2004 From: Sheboygan WI, USA Member No.: 1,322 |
And now those files are out-dated too since v1.22 is released.
I guess the easiest fix is to just manually update it myself. I added the thumbs and new description for the latest version. Unfortunately, I can't seem to upload the new file for some reason. For now I just linked to the editor at xcomufo until it can be added properly. Hopefully, I have it all sorted out. - Zombie -------------------- QUOTE(JellyfishGreen) Zombie: Empirical data's your only man, when formulating a research plan. A soldier's death is never in vain if it makes the formula more plain. A few dozen make a better case for refining that third decimal place. They call me Zombie because I don't sleep, as I slowly struggle to climb this heap, of corpses, data points, and trials, but from the top - I'll see for miles! |
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2nd June 2006, 9:05am
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#6
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insidious one ![]() ![]() ![]() Group: Members Posts: 61 Joined: September 2005 From: Belgium Member No.: 3,849 |
Thanks for updating, but the pictures and dowload link don't seem to work for me, the pictures give me a 404 error, and the link to xcomufo gives me a 'Sorry, some required files are missing, if you intended to view a topic, it's possible that it's been moved or deleted. Please go back and try again.'
I recently tried the uploading thingy myself again, as I read all the categories were now selectable by everyone, but I still couldn't.... Oh well, doesn't matter, I'll probably release another version soon anyway. |
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3rd June 2006, 2:24am
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#7
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![]() The Smily Admin ![]() ![]() ![]() ![]() ![]() Group: Admin Posts: 2,990 Joined: September 2002 From: Tasmania (AU) Member No.: 152 |
Some changes to our file system may have blown things up. I've uploaded v1.23 to our server.
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3rd June 2006, 10:57am
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#8
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insidious one ![]() ![]() ![]() Group: Members Posts: 61 Joined: September 2005 From: Belgium Member No.: 3,849 |
Thanks BB, it'll probably be a while before I release a new version now, give you admins some time to rest
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17th September 2006, 3:14pm
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#9
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Squaddie ![]() Group: Members Posts: 9 Joined: September 2006 Member No.: 4,911 |
I have a question. I am trying to put the Dimension Destabilizer back into the game, but I can't seem to find the values for the weapon which influence it's damage against armor. The gun works fine, destroying walls and personal shield generators instantly if you aim it at them, but the weapon seems unable to harm the actual creatures/soldiers I fight. It's kind of funny, actually, to see a spitter take over one hundred DD shots and still stand there like nothing happened. So I was just wondering if you can find the codes which emphasize damage to armor. I am so close to bringing in the DD, I just get stonewalled at the armor section. Don't know, maybe it wasn't implemented? Any help would be appreciated.
Oh, and one more question: What is the purpose of the Dimension destabilizer (1/18) and then it says, under Ammo types, 15 (see the [agent equipment 2] (2/x) ). I went to 15, 10, and 25, the three disruptor beam ammo types, and found Heavy Launcher IN Missile, Unused 2, and Mind Shield. Could I get an explanation of these values, please? |
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18th September 2006, 12:12am
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#10
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![]() The Smily Admin ![]() ![]() ![]() ![]() ![]() Group: Admin Posts: 2,990 Joined: September 2002 From: Tasmania (AU) Member No.: 152 |
I'm afraid I don't have much experience with editing Apoc, but re the ammo indexes, my bet is they should be ignored for items that don't actually use the stuff.
Assuming the DD does, if the ammo type is pointing to a weapon, then you'll need to change it to something else. If there is no suitable ammo object, then you may need to create one. -------------------- |
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18th September 2006, 10:37am
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#11
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insidious one ![]() ![]() ![]() Group: Members Posts: 61 Joined: September 2005 From: Belgium Member No.: 3,849 |
The dimension destabilizer for some unknown reason does not do any damage except to shields (&objects apparantly?). I'm not sure what you mean with the armor section?
The ammo type shouldn't be necessary for the recharging weapons, I don't know why they have one, perhaps that one defines the 'special' damage of the Dimension destabilizer, because if you check agent equipment 3, it'll say the DD has the Disruptor Beam damage type, even though there's a Dimension Destabilizer damage type in the list, so it should do normal damage like the alien disruptors. Regarding the 'Ammo Types Used' field in Agent Equipment 2 (1/X), the value does not point to the number in brackets, but to the 'Ammo Type' field in Agent Equipment 2 (2/X). When checking that one (using mass edit is the fastest way of doing so) you will (should I'm sorry this is highly confusing, I really should try to find an easier solution. If it's still unclear feel free to ask. (btw. if you check the comment for the 'Ammo Types Used' field, it should say "See Agent Equipment Data 2 (2/X): [Ammo Type]" which means it's about that specific field. |
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18th September 2006, 11:57am
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#12
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Squaddie ![]() Group: Members Posts: 9 Joined: September 2006 Member No.: 4,911 |
Thanks for the quick reply. But the armor section part. I can see that the DD obviously can destroy the entire building easily, and it tears through shields like butter, but it doesn't affect the armor value of a human/alien. I was wondering if there is a section in the files that pertains to armor values, one that maybe needs to be altered so that the DD can take out armor as well as shields? I figured there might be a line of code/file/files that specifically say that the DD cannot damage armor. I don't have as much of an understanding of the hex codes as you do, so I may be grasping at straws here.
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18th September 2006, 2:00pm
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#13
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insidious one ![]() ![]() ![]() Group: Members Posts: 61 Joined: September 2005 From: Belgium Member No.: 3,849 |
Well, according to apoc'd the DD has the normal Disruptor Beam damage type. I would think armor/alien resistance would be set per damage type, not per weapon, but who knows
Try changing the 'Ammo types used' field in the agent equipment data 2 (1/X) section to the ones the disruptor or devastator guns use. If that doesn't work either you should compare the unknown fields of the DD with the devastator and disruptor... Perhaps there's still something there. If that still doesn't work, well... There's still plenty of stuff missing, I'm afraid you'd have to wait until someone finds out. edit: are you sure the DD damages objects, it doesn't seem to do that here... What have you changed so far? |
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18th September 2006, 11:41pm
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#14
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Squaddie ![]() Group: Members Posts: 9 Joined: September 2006 Member No.: 4,911 |
Well, I actually thought of making identical weapons settings for the DD. I set the damage, fire rate, tail, rounds, type, everything, so that it fit the Devastator Cannons weapons specs. I also pumped up the power to 2000, to see if the weapons value simply needed to be "boosted" to damage armor. Once I got it to 2000, I saved and turned on X-Com Apocalypse. Everything was identical, so I immediately got into a fight. Funny thing. My team of 6 saw a spitter and opened fire on it, but the spitter wasn't harmed. However, a wall behind it was hit, and the entire floor fell upon the spitter. XD Quite funny, but hardly useful in a combat situation. I am certain that the DD can damage the walls, ceiling, floor, etc., and instantly drains shields. I just can't find out why it won't affect armor.
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19th September 2006, 9:05am
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#15
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insidious one ![]() ![]() ![]() Group: Members Posts: 61 Joined: September 2005 From: Belgium Member No.: 3,849 |
Seems like the DD disregards the damage type field and just always has a 'destabilization' damage type. (if you mouse over the projectile image next to the weapon icon in the battlescape it'll show the damage type)
All you can try for now is change the 'primary ammo effect' field for the DD in the agent equipment 2 section to one of the other unused weapons, the forceweb (although that one might have the same problem as it's damage type in apoc'd is simply stun, so it shouldn't be different from the stun grapple) or the psi-grenade, and then change those. I'll have to figure out where the damage resistance data is... No one would already know them by any chance? |
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19th September 2006, 7:54pm
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#16
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![]() Mr. Grognard ![]() ![]() ![]() ![]() ![]() Group: Admin Posts: 2,775 Joined: January 2004 From: Sheboygan WI, USA Member No.: 1,322 |
I'll have to figure out where the damage resistance data is... No one would already know them by any chance? Well, if you open up UFO2P.exe (Collector's Edition) in MS Edit with 100 column widths, the damage modifiers for units start at line 16820, column 36 (or perhaps a few columns earlier). The ordering is a mess though, so let me try and nail down what numbers represent each unit. - Zomvie -------------------- QUOTE(JellyfishGreen) Zombie: Empirical data's your only man, when formulating a research plan. A soldier's death is never in vain if it makes the formula more plain. A few dozen make a better case for refining that third decimal place. They call me Zombie because I don't sleep, as I slowly struggle to climb this heap, of corpses, data points, and trials, but from the top - I'll see for miles! |
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19th September 2006, 9:27pm
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#17
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Squaddie ![]() Group: Members Posts: 9 Joined: September 2006 Member No.: 4,911 |
You guys are freaking geniuses. Thanks for all this work you guys are doing.
Again, Zombie, J'ordos, thanks for all the help. You guys are truly amazing. |
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20th September 2006, 1:09am
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#18
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![]() Mr. Grognard ![]() ![]() ![]() ![]() ![]() Group: Admin Posts: 2,775 Joined: January 2004 From: Sheboygan WI, USA Member No.: 1,322 |
Mkay, I spent a good hour and a half mucking around with the damage modifiers for Apoc. It wasn't pretty, but most of it is known now. There are 23 records and each record is 36 bytes long (actually it's 18 due to the fact there's a 0 in front of each modifier). So what this means is there are 18 different damage types, 3 more than what the OSG for Apoc lists:
CODE Damage Type Byte Smoke 1 Alien Gas 2 Incendiary 3 Stun Gas 4 Explosive 5 Stun 6 Unknown 1 7 Armor Piercing 8 Laser 9 Plasma 10 Toxin A 11 Toxin B 12 Toxin C 13 Unknown 2 14 Disruptor 15 Unknown 3 16 Entropy Enzyme 17 Falling Terrain 18 What these three types are is a good question. One of them might be the Dimensional Destabilizer's disruptor beam. The other two may be the ForceWeb and the Tracker Gun ammo. It's just a guess though. I had a slight problem trying to decode what unit corresponded to each record. That's due to the fact that the OSG alphabetized the darn unit listing instead of leaving it unordered. If there is a game listing of the units in question we might be able to fill in the missing blanks. (Such as Hybrid/Sectoid, Android, Multiworm Egg, Multiworm, Hyperworm, Chrysalis, Brainsucker, Queenspawn, ?, Psimorph, ?, ?, ?, ?, Micronoid Aggregate). There also seems to be an unused field which looks exactly like Terrain. Not sure which is which. Below is a zipped Excel Worksheet of my findings. Hope it comes in handy.
Apoc_Damage_Modifiers.zip ( 3.36K )
Number of downloads: 106Well, I actually thought of making identical weapons settings for the DD. I set the damage, fire rate, tail, rounds, type, everything, so that it fit the Devastator Cannons weapons specs. I also pumped up the power to 2000, to see if the weapons value simply needed to be "boosted" to damage armor. Once I got it to 2000, I saved and turned on X-Com Apocalypse. Everything was identical, so I immediately got into a fight. Funny thing. My team of 6 saw a spitter and opened fire on it, but the spitter wasn't harmed. However, a wall behind it was hit, and the entire floor fell upon the spitter. XD Quite funny, but hardly useful in a combat situation. I am certain that the DD can damage the walls, ceiling, floor, etc., and instantly drains shields. I just can't find out why it won't affect armor. According to my table, there are 3 damage types in the Spitter/Popper record with 0 for a damage modifier. Smoke is one of them and we can immediately cross that off the list as it is the wrong damage type. The next one is the alien-based Entropy Enzyme (again, a completely wrong damage type). The final one is Unknown 2 (byte 14). I'm guessing that Unknown 2 is therefore the DD modifier. Edit that to 100 and you should see some damage. - Zombie -------------------- QUOTE(JellyfishGreen) Zombie: Empirical data's your only man, when formulating a research plan. A soldier's death is never in vain if it makes the formula more plain. A few dozen make a better case for refining that third decimal place. They call me Zombie because I don't sleep, as I slowly struggle to climb this heap, of corpses, data points, and trials, but from the top - I'll see for miles! |
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