I found out. The game uses the colors of "agentequip.pcx". There are 2 of them. 1 for city, 1 for tactical combat. They use different colors, though. Means colors of items in PEQUIP.PCK will look different in each part of the game.
The colors can be used by taking the PCX as baseline and import any artwork into that file. Then cut and export as indexed PCX.
XED has no problem to import these newly created indexed PCX.
Thanks for the help! I've seen the Ufopedia file is plain text and the .mti file holds byte indexes for each entry. Could not find something in Apoc'd to edit the ufopeadia text, but I'm running a Apoc'd that is several years old.
But the .mti file was easy to understand and so I wrote a tool that does write a new one upon reading the text .mt file. So I can now edit the text there.
The images still resist my attempt at fixing the color. Today I will see if I can isolate the file that xcom3 does use for a palette and then I maybe can copy the color set for GIMP.
Hi there!
After having to divert my focus on other things for a few years I now returned to xcom3 with doing a little mod on it.
I added half a dozen of new weapons, but I cannot seem to get the images correct in PEQUIP.
I use XED to import 256 color BMP, but the colors go wrong. I assume I have to use one of the xcom3 palettes in GIMP with a custom 256 color PCX.
But I have little idea how to get that done. Help would be appreciated.
For the ufopedia text I still have to get to it. Any information on how and where to edit that text would save me some time.
Additional information:
The mod does aim at making the game much harder, especially keeping up the challenge in the mid and late stages where the toxigun and shields made it very easy to win.
I am just starting to test out if things work as designed, but the scrambled colors of the new weapon pictures are a nuisance.
Fixing this one is above my skill. I just started with ASM to fix that TU bug. I think it would need a compare of the unit team to the current team in charge and a jump to skip the unit if false. Inserting new instructions is very tricky, as it would shift all function, data and jump locations. I wont be much of a help here, sorry.
It looks like it is caused by the routine that moves the hostiles during their turn. All of them move at the same time. It seems the movement system is just looping through all units and deducts stamina for being in run animation. So the cause may be a missing check for the team of the unit currently calculated, leading to stamina being deducted every loop even if it's not the units turn.
I do not think it was intended. The bug also cuts down stamina regain at turn end. Now all TU's left give stamina back. 5 to 6 points for saving all TU's in a turn. Previously I did always only get 1 to 2 points back at most per turn. IIRC, security stations where only doing reaction fire in TB. So this should also be boosted. Yet it would need an attack on my base to confirm that. And I already had to change tactics a bit. If you try to use a teleport to gun down a group'o hostiles the very first turn you tend to get ripped up. Also got butchered by a pair of cultists I tried to dice up with the powersword. Seemed they saved most of their turn for reaction fire. Charging enemies to fire at point blank does still work most of the time, but sometimes they give you a surprisingly warm welcome. Given the other side effects mentioned, I think this was a "debugging feature" to test unknown parts of the engine rather than intention.
Ok here is the fix: http://d01.megashares.com/dl/7kQTmnt/Xcom3Fix.zip It is scanning the Tacp.exe for the assembler intructions and should work with any language version out there.
OK, bug fixed ! Thanks to info by J'ordos posted somewhere else, I got IDA to open the Tacp.exe. It needs to be stripped by PMWBIND.exe to remove the 32 bit extender. The fix: Offset 112 8249 points to truncating TU's at mission start Offset 113 9101 points to truncating TU's at turn end I just set the pointer 5A (90) to store the value in one of the "unused xx" locations and now all units have full TU for reactions. Depending on how many you kept at turn end. Was very interesting to see, once renewing TU's was stopped, that units start out with 1/4 TU's the next turn. Reaction fire is now intense, as it should be. Units are fireing back at each other. I may make a tool for fixing the bug, if there is any desire for it.
Hello ! I found a serious bug in the XCOM 3 ( Apocalypse ) turn based engine and need your help to fix it. The bug kills reaction fire in TB mode, as it maxes out TU's on turn end by 25%. Looking at a savegame at the very first turn of any mission, an Alien should have 100% TU's. Using "Apoc'd" I've seen value "unknown32" is holding the TU's at turn start. It is used for calcing TU cost for actions during that turn. The current TU's are maxed out at "unknown32" / 4. Example: Having 60 TU's Keep 15 fine - keep 30 -> have only 15 for reaction fire. The excess is wasted. This means you will never be able to reaction fire a gun that needs > 25% TU for a shot. This does not apply to new born hyperworms, so it must be done at the end of a turn. There must be a "divide by 4" somewhere in the turn end routine, but my ASM is not good enough to find it. If that can be replaced with "divide by 1" the bug will be fixed. I tried IDA yesterday, but I'm too stupid to figure out the location of that process. The old XCOM3 DEMO does work just fine, not maxing out remaining TU's. So how to fix it ? Edit: My IDA does not display the entire code. I read that I have to remove the 32 bit extender from the exe. Can someone tell me how to do that ?