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The WHAM Burglar

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  1. I must acknowledge the effort put forth by Petteri of the www.strategycore.co.uk, he has explained how to load specific levels in detail. 1.) Enable the developer console by putting the text "enable_system_console=true" after the "--options" part in your Aftershock shortcut icon. 2.) In the globe view, press the ; key to access the console window 3.) Type "mission_envirs" to get a list of all mission environments 4.) Type "missions <environment name>" to get a list of all mission types for the chosen environment (for example, "missions Freighter") 5.) Type "tmission <mission type> <phase number> <time of day> to launch a mission (for example, "tmission Freighter1 0 n") Phase number is zero-based (ie. 0 is the first phase). Time of day can be either d, t or n (day, twilight, night). You can get a list of all console commands by typing "?" in the console window. Although I have documented the problems with the freighter levels, such media will be uploaded when I can get youtube to properly host HD video. For the most part, the problems with the Freighter levels are surprisingly sparse. As a matter of fact, they play quite well.
  2. I think I stumbled upon a new idea. I was examining the extracted files within: mod_gamedata2\tactical\scenes\generator\environments\reticul\capsule\capsule_small' 'It has become of my opinion that: 'mod_gamedata2\tactical\scenes\generator\environments\reticul\capsule\capsule_small' contains the data for the unupgraded Laputan landing pod I am going to take a wild guess here, looking at the header of capsule_small_02e07260.bspt: "#!BIN##[binary symbols]BSPTREE[binary symbols]BOUNDBOX" BOUNDBOX refers to BBOX_FROM and BBOX_TO in a corresponding .txt file, in this case 'capsule_small_settings.txt'! Capsules are different entities from the rest of a level, complete with different settings and a forced junction the the level surface. Perhaps I have made the mod incorrectly? I used VFSView and it created a separate .ht file. I have uploaded both below. http://www.filefactory.com/file/b05h943/n/mod_mah_pod.rar So far what I observed and recorded: unmodded normal zoom vs ZOOM_RANGE 5000 6000 ZOOM_RANGE 100 5000 Lets try BBox, altering that value should alter the size of the pod. Changed code below: CAMERA_LIMITS BBOX_FROM -600 -600 0 BBOX_TO 600 600 500 ZOOM_RANGE 5000 6000 ANGLE_RANGE 20 70 END_OF_CAMERA_LIMITS Download http://www.filefactory.com/file/b05hb98/n/...Box_varient.rar Nothing seems to have changed: http://www.youtube.com/watch?v=DVt9nfqRzTU A thought just struck me, what if these files were use to view the level and pods for level editing software that we, the community, were not given access to?
  3. http://rpgvault.ign.com/articles/575/575027p2.html Martin Klima: The tactical missions take place in strategically important places - old industrial plants (a source of valuable spare parts and equipment), alien crafts and bases (a source of valuable alien technologies), on freighter ships (connecting your bases over sea), along the tracks (connecting your bases over land), etc. All these locations are new and contrary to Aftermath in that their look does not very much depend on their location in the world. We decided that instead of five or six different city architectures that play more or less the same in the end, we would give the players five or six different environments. Having extracted the .vfs I was made aware of the Freighter levels and a passing mention to a mod which adds them back into the game. I have yet to find this mod or a means of changing what levels are loaded when. I am rather desperate for help here. So far I have been able to derive the following: 1) The .pit file extension gets associated with AutoCAD, though I have not be able to open said files with AutoCAD such as laputa_01_runway.plt. 2) mod_gamedata2\tactical\scenes\generator\environments\ Holds the data for the tactical levels, files that have "mm" at the end but not as an extension are for the mini map of a level, eg: laputa_01_runway_mm.optm 3) You can view .dds files with photoshoip using the plugin below: http://developer.nvidia.com/object/photosh...ds_plugins.html 4) .bspt files contain BSP trees, aka level geometry? http://en.wikipedia.org/wiki/Binary_space_partitioning 5) The.optm files contain data on meshes. 6) Missing .mat files?!? As I had seen in 'mod_gamedata2\tactical\scenes\generator\environments\reticul\laputa\laputa_01_runway.cfg' SCENE_CONFIG_FILE RECORD PATH_ONLY STR "tactical\\scenes\\generator\\environments\\reticul\\laputa\\laputa_01_runway" BIN_FILE STR "tactical/scenes/generator/environments/reticul/laputa/laputa_01_runway/laputa_01_runway.bin" BIN_FILE STR "tactical/scenes/generator/environments/reticul/laputa/laputa_01_runway/laputa_01_runway_mm.bin" NORMAL_FILE STR "tactical/scenes/generator/environments/reticul/laputa/laputa_01_runway/laputa_01_runway.plt" NORMAL_FILE STR "tactical/scenes/generator/environments/reticul/laputa/laputa_01_runway/laputa_01_runway.nit" NORMAL_FILE STR "tactical/scenes/generator/environments/reticul/laputa/laputa_01_runway/laputa_01_runway.arm" NORMAL_FILE STR "tactical/scenes/generator/environments/reticul/laputa/laputa_01_runway/laputa_01_runway_settings.txt" NORMAL_FILE STR "tactical/scenes/generator/environments/reticul/laputa/laputa_01_runway/laputa_01_runway.mat" NORMAL_FILE STR "" NORMAL_FILE STR "" NORMAL_FILE STR "tactical/scenes/generator/environments/reticul/laputa/laputa_01_runway/laputa_01_runway_mm.mat" bspOptCount INT 4 BIN_FILE STR "tactical/scenes/generator/environments/reticul/laputa/laputa_01_runway/laputa_01_runway_0A3801B0.bspt" BIN_FILE STR "tactical/scenes/generator/environments/reticul/laputa/laputa_01_runway/laputa_01_runway_mm_0A365D90.bspt" BIN_FILE STR "tactical/scenes/generator/environments/reticul/laputa/laputa_01_runway/laputa_01_runway.optm" BIN_FILE STR "tactical/scenes/generator/environments/reticul/laputa/laputa_01_runway/laputa_01_runway_mm.optm" slotCount INT 0 END_OF_SCENE_CONFIG_FILE The .mat files seem to be missing for every level!
  4. From my limited knowledge I can safely tell the following: This file, located in 'gamedata.vfs\strategic\configs\stratgame\character\', dictates what amount of experience is required for a solder to reach a certain level. The maximum possible level is level 43. An obligatory code sample is below: SubExpLevel RECORD level INT 43 experience INT 170000000 END_OF_SubExpLevel END_OF_ListOfExpLevel level INT [a number] dictates a level experience INT [a number] dictates the experience needed to reach the level INT above Technically you can add levels, an example would be: SubExpLevel RECORD level INT 44 experience INT 200000000 END_OF_SubExpLevel END_OF_ListOfExpLevel
  5. Unfortunately yes, every drat map has one of these. I have been fiddling around with the configs and I have yet to notice any difference. They can be found by extracting mod_gamedata2.vfs Usually: \tactical\scenes\generator\environments\[sub directory]\[sub directory]\[sub directory]\ For example: mod_gamedata2\tactical\scenes\generator\environments\humans\nature\track_07_coast-arc\track_07_coast-arc_settings.txt I had originally wanted to create a first person camera mod similar to the one in UFO: Aftermath. An ambitious goal and I know far too little.
  6. Whil exploring through the contents of UFO: Aftershock I had noticed a funny configuration file in plain text. For example: player_base_03-military_settings.txt CAMERA_LIMITS BBOX_FROM 0 2000 0 BBOX_TO 6000 12000 4000 ZOOM_RANGE 0 6000 ANGLE_RANGE 20 70 END_OF_CAMERA_LIMITS I am assuming that if I modify the ZOOM_RANGE line to: ZOOM_RANGE 0 6000 I should be able to zoom in as close as possible. Of course I have little to no idea what the other configuration do, I can only guess. Welp, I will see if I can learn what they do via trial and error. I am assuming that mod_gamedata2\tactical\scenes\generator\environments\reticul\laputa\laputa_01_runway is the first level of a new game so I will start with that. This should be fun.
  7. Being that I have become aware of the "freighter" levels in aftershock, naturally I seek to try and analyze what is wrong with them. I am making the huge assumption that there is level editing software either first party of third party. I wish to learn more about how the levels were created and how I can fix them. Even after the 1.2 patch the levels need some serious help. Perhaps I am clinging on to a fading hope, but, one can hope right?
  8. I can't argue with that. I originally wanted to do a Lets Play for UFO: aftershock. Complete with story and restored cut content.
  9. http://farm5.static.flickr.com/4065/433010...6f1bd6f99_o.png Damn it Sprocket does not have the comic! In an act of desperation, I am contemplating asking Zombie for a digital copy of the comic. I wonder if this is legal.
  10. I emailed them and await a response. This is almost as if the plot only comes with the special edition of the game. By the way did anyone else see the UFO: Aftershock Lets Play by the goons of somethingawful.com?
  11. By the way, thanks for creating the advanced missions mod for UFO: Afterlight! Well fudge me, I had bought all three games previously! I missed the special edition of UFO: Aftershock by a matter of years unfortunately. I was unable to find a mention of "preview" while looking at websites mentioning the trilogy. DOAH! http://www.strategycore.co.uk/forums/Comic...1279#entry91279 Is there a way to purchase this in the United States?
  12. -----BEGIN PGP SIGNED MESSAGE----- Hash: SHA256 "The Rise and Fall of the Flying Island. It was written by Martin Klima and illustrated by Tomas Kucerovsky." Upon reading a number of topics on various forums, I have stumbled upon information that indicates the presence of a prequel comic to UFO: Aftershock. Being that I wish to gain more info about the story and especially the default characters present in every profile, does anyone know where I may purchase the comic? -----BEGIN PGP SIGNATURE----- Version: (N/A) Charset: utf-8 wlcDBQFLZnipMiSrPaXCPwQRCDl9AQCKEYnkvdmp3LhxGYVQLl8WAYxozrSuxWiz IC1Lv48s1wEApEXz1WaeChV81f/v25LRsgqbNCrq6yEWr2+tJ6ZwXgI= =YZzo -----END PGP SIGNATURE-----
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