XCOM: Enemy Unknown
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Zyxpsilon -- TrackTwo

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Zyxpsilon

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  1. desocuppado
    desocuppado
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    Doesn't work wit current EW version.
  2. UhuruNUru
    UhuruNUru
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    Personally I don't see what difference it actually makes whether Names or map is partially covered.
    That's not meaning the mod isn't worth making/using, choice is always better than none and this is more choice.

    What I reaally dont understand is why the vital part of the image Map/Name boards is crammed into the top half of the available space.
    While the bottom half is wasted space, moving the important part lower so the dropdown isn't covering anything, would be ideal.

    The game gives the impression, this is a camera positioning issue, rather than a separate screen.
    That could be intential and the reality different, I don't know which is the case.
    By simply raising the camera position to lower the view screen to the bottom of the Viewable area.
    i don't no if it's possible to reposition the camera, but made a pic of the position I would stop the camera at.
     
    Looking at the difference on screen, with this in mind. I'm more inclined to think a screen switch is used, rather than camera position. Names are missing from full base version and the camera appears to go into the room and dimensions then seem slightly different and names appear.
    You may already know the answer but here's a link to pic of what I mean, Apparently, now pictures can't be added to what's supposed to be the support Forum of the mod, WTF nexus, that's F'ing stupid. Posts Tab linkage crap, interfering with mod support yet again.
    Why MO support left the Nexus and now it's even worse, if pics are now not allowed
    Better Screen Position
    1. Zyxpsilon
      Zyxpsilon
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      Well, your sample image makes it all the more obvious if i were to try giving proper reasons why the switch trick might be the only rational solution to such a weird HUD flaw.

      See -- the whole UI is being dispatched by Flash components & various scripts. Much of which needs to calibrated (at runtime) according to people's screens & resolutions. Thus, the code gets to use provisional parameters that anyone must consider before even thinking about adapting any given number of features -- including what this mod is trying to somehow fix.

      After digging through the gfx resources, i soon realized the row of five Menu Buttons was invoqued by an array located in XComStrategyGame.UPK and one of its gimmicky special functions; ((_XGHeadQuarters.CreateFacilities_)). This hypothesis was later confirmed to me by TrackTwo, btw. Then... it became a switcher'oo gamble (technically, a VERY easy replacement-code revealed by wGhost81's excellent Patcher tool; HextoPseudoCode) that proved efficient enough rather than a vastly more complex attempt at rewriting the whole Flash code and the script itself.

      In summary, this process isn't directly related to "camera" principles while even if it did... any alternate solutions would still require to maintain the drop-down list ( as is.. because it wasn't movable further to the left *or* anywhere else on that screen! ) for Situation-Room options. Firaxis devs really made that stuff as solid as it could be within Flash limitations.

      Thus... between a few hidden map details or getting the full panel of Countries (as intended), i just had to select the relative best of both worlds, IMHO.