File information

Last updated

Original upload

Created by

Zyxpsilon

Uploaded by

Zyxpsilon

Virus scan

Some manually verified files

363 comments

  1. Zyxpsilon
    Zyxpsilon
    • supporter
    • 8 kudos
    Sticky
    Alright, gang... some GREAT News struck this Nexus Modding site earlier today.

    Long War Version #1  has been officially released for everyone to enjoy once again but in a much more static shape with solid features. This also means a lot to other Modders as our secondary assets will be easier to adapt and maintain.

    So here are the facts about my own stuff.

    I will verify everything related to that new update and then release my compatible Mods as soon as possible;
     
      -- ReCLR-LW6, (Lotsa tricky PatcherGUI files to revise.. plus a few more features were added over the last few months of inactivity)
      -- DeployFormationsHUD, (Should be okay unless they resized the LoadOuts function.. once more)
      -- LW-Pedia_DB (Rather easy with slight corrections to a couple of previous flaws)
      -- RouletteTreesShuffle (Could also need some work, but i doubt it)
     
    That's just four of them so, this may take awhile (week or two, maybe less).

    Perfect timing since XCom2  is barely six weeks away from us all!
     
     
    NOTES...
     
    Update on December 28th... DeployFormationsHUD + LW-Pedia_DB + RouletteTreesShuffle  all are compatible with Long War #1 !!
    -- Really seems like the ReCLR-LW6  files are as well... i'll still need to fix a few very small things here & there. Sooooo, just gimme as couple more days to make sure everything is validated and i'll upload the zip in a week or less.
     
     
    EDITED on... December 31st. 2015 (the very last day of a pretty wild year in Xcom modding history!)
     
    BTW... aside from even more custom assets -- you now have a new Battle-Computer & Motion-Scanner device in Inventory to play with!
     
    ((--Inv_Battle_Computer_0x876816_F9.png !! Inv_Smartgun_Kit_MS2_0x16_E4509_A.png --))
     
    In just one straight & narrowly obvious word --- (ReCLR-LW6)... RELEASED!
     
    EDIT... January 4th 2016;
     
    Something else (almost) important i had completely forgotten to inform anyone about...
     
    Choose_Research_Two_Hints.jpg
     
    When you get to choose any Research, the Info-Details sidebox now includes TWO simple hints (on average, these are what i determined as being priority  results) about what the selected project in focus will unlock. Indirectly, this new feature adds a limited "LW-Pedia_DB" !
  2. Zyxpsilon
    Zyxpsilon
    • supporter
    • 8 kudos
    Locked
    Sticky
    Alright, what next ?
     
    INSTALL
     
    Firstly.. two small & easy things you should know
     
    -- TexMod is necessary. It can be installed anywhere and would work without flaws if the method below is followed...
     
    -- Go to this Link ( http://wiki.tesnexus..._-_XCOM:EU_2012 ) for some straight hints about installing everything.
     
     
    Secondly.. my own setup involves something like this;
     
    1) TexMod program files go into a single folder on my (D drive.
     
    2) All the TPFs (which i want quick access to!) are copied and kept in the root of TexMod folder above.
     
    3) XCom_EU+EW files are located on my (G drive underneath Steam folder as required by them.
     
    4) Once the install method (linked above) has been applied, the auto-loading feature within TexMod only requires you to Open (and thus, browse) any of the wanted TPF files from the left-side box while being in the First Tab functions block.
     
    5) Click RUN -!- ... The properly allocated XComEW.exe (previously entered in the top-banner section) will then loadup and the textures are being "transfered" temporarily into the memory stack for use in your current session.
     
    6) Done!!
  3. Zyxpsilon
    Zyxpsilon
    • supporter
    • 8 kudos
    Locked
    Sticky
    Summary of colors?
    Sure, here's my REF-Sheet which i've built for general use while i alter a *LOT* of HUD elements like Frames, Buttons, Lists, etc.
     
    Basic_Coloring_Schema_sample.png
     
    And this one too, just for integral knowledge;
     
    Swatches_Firaxis_My_Classes.png
     
    These might seem familiar, right?
     
    As for the Stats stuff... you didn't really look very hard! The PatcherGUI file (ReCLE-LW3_CustomStrategyHUD.txt) already has a comment about them before the corresponding Patch-Code section...
     
    --------------------
    // h1) gfxSoldierList.SwfMovie :: DefineShape4 (123-125-127-129-131) :: fillStyles + lineStyles :: RGBA
    // For custom colored Glyphs of... Health_G_#6BC030 -- Mobility_B_#1D91FF -- Will_L_#D5BDFF -- Offense_R_#C90101 -- Defense_Y_#FFEA00
    --------------------
     
    I didn't have any troubles installing Spazmo's ShowSoldierXP  even if i changed (had to) both his values coloring (Yellow & Lavender) to my own normal Metallic Greys! I suspect a formatting slot trick with his code though (specifically with the new second version, in fact) that currently prevents my sprites ReCLR attempts from sticking to the SoldierList class and function that drives the Box selection shapes.
     
    TBH, i have yet to install Spazmo's new EnhancedTacticalInfo  mod since the Oakeman (or wGhost's, btw) versions have been working perfectly fine for me as they are. The trick with that Spazmo design variation is that it seems (not sure) to develop tag calls that alter some of the vanilla XP functions. That raised a warning bell in my head. It's risky.
    His Icons were pulled straight from XMarksTheSpot's stock sprites (svg glyphs), btw... meaning, that i'd have to correctly fix their colors too with a Patch of my own, eventually. Unless *HE** truly wants to fix the FillStyles (Offense even requires a deep correction to its SHAPE Records area, btw) within my methodic approach to that custom set of sprites straight from his Mod.
     
    It sure would be cool to have those Icons though (as it is something i've already suggested to Oakeman, btw) instead of my current indirectly colored text.
    But in its current "format" or as you have also discovered -- with some "flaw limitations", i'll just have to pass on it until he follows up on the recommended fixes posted in his thread.
    1. pat_sch
      pat_sch
      • member
      • 3 kudos
      Hi.
      You're right, I didn't look really hard... Some really nasty aliens are taking back China (98 panic...)
      Thanks for the REF-sheet. I'll adjust colors in ShowSoldierXP tomorrow.
      I was playing with Oakeman/wghost 's DisplayPsiMob also, but the new EnhancedTacticalInfo looks really nice (and anticipates XP calculation for levelling up, which is weird at the beginning). I''ll pay more attention when in tactical mode to see if EnhancedTacticalInfo followed by Re-CLR-LW3_(variedcustoms) induces some losses in Re-CLR-LW3, and I'll let you know if it's the case.
      (Later) Everything seems perfectly normal. Icon colors, text colors, hovering-texts colors, buttons, etc.
      Fonts of XP/PsiXP can also be changed in EnhancedTacticalInfo (had to search "font" in the .txt).
      So, you use gray for XP (and B5B2E4 for PsiXp) ?
  4. Zyxpsilon
    Zyxpsilon
    • supporter
    • 8 kudos
    Locked
    Sticky
    Heureux d'apprendre que tu as réussi aussi bien et assez rapidement. Avec un peu de recul, je suis presque certain que ces "altérations" ne sont pas vraiment compliquées. Il faut avoir été en mesure de passer au travers de tout cela pour réaliser l'ampleur de la tâche, comme toi. Bravo!
     
    AddOns?
    J'ai terminé WTHX-V (pour Vortex), et j'ai tous les fichiers de base (couleurs uniques par types) pour les deux autres (WTHX-B & WTHX-D)... ne reste plus qu'à transférer ces images sur les "layers" habituels et produire chaque TPF.
     
    Examples (ces versions sont JPG'ées par le site hôte... alors la qualité du vortex est faussée -- la vrai patente est bien mieux!) ;
     
    XCV_Ballistic_Battle_Rifle_0x4014_EDB9.p--- XCV_Exalt_Laser_Sniper_Rifle_0x10326987. --- XCV_Gauss_Assault_Rifle_0x_E8_D9_AA84.pn --- XCV_Pulse_Scatter_Blaster_0x88_FF33_DF.p --- XCV_MECParticle_Cannon_0x9_FD515_BB.png
            Ballistic                        Beam Laser                         Gauss                              Pulse                              Plasma
     
    (PS; Si tu piétine d'une impatience vraiment insupportable ( ) ... je pourrais toujours t'envoyer ces trois TPF --plus tard aujourd'hui ou demain?-- si tu m'écris un PM avec ton lien @_Courriel direct.)
     
    J'ai aussi le groupe TPF final des nouveaux CC-M (pour Corpses-Captives-Magenta). Voici quatres examples...
     
    CA_Ethereal_M_0x33573076.png --- CO_Seeker_M_0x_F9_F22166.png
     
    CA_Heavy_Floater_M_0x_D5_E22_F6_C.png --- CO_Muton_Berserker_M_0x_DA8_E778_C.png
     
    Simplement des extraits (sélectionnés par instinct visuel) de fichiers Vidéo_1080+ "EW-Traditionnels" formattés avec mon système de barres.
     

    1. pat_sch
      pat_sch
      • member
      • 3 kudos
      Hi.

      Ça ira, j'arriverai à attendre que tu aies fini ta part de boulot... Hé hé hé...
      Pour patienter, je jette un ch'tit coup d'oeil pour cette histoire de MEC-Officier à coup d'éditeur Hex/UPKUtils/UE Explorer et autres outils délirants de ce type (avec plein de sauvegardes de secours au cas où...) Avec un peu de chance, je finirai peut-être par comprendre comment ils s'harmonisent les uns avec les autres... Et je fais un bond de (oulala !! ) ans en arrière avec les invites de commande (DOS).

      Ça marche, un MEC peut devenir officier (PatcherGUI est notre ami, hein?). Je crois que je vais essayer de comprendre pourquoi...

      PS : very nice pictures !!
  5. Zyxpsilon
    Zyxpsilon
    • supporter
    • 8 kudos
    Locked
    Sticky
    Thanks, guru!
     
    "Rainbow" effects for ability icons? In fact, such highly variable mix of colors aren't randomly choosen. Each hues have specific meanings while some of the standard single colored frames still are directly tied with (EW) Classes.
    Two quick examples to explain;
     
    A6_Extra_Conditioning_0x_D48_B7644.png
    Extra-Conditioning  has Green, Blue and Yellow "sections" that represent Medic+Engineer, Assault+Infantry and Rocketeer+Gunner! Every other "multiple" versions also match their (two or three or more) colors in a similar principle.
     
    S3a_Gunslinger_0x29_BF320_F.png
    Gunslinger  is a perk shared by Blue_Assaults & Red_Snipers & Brown_Marauders+Valkyries... and so on.
     
    Here's what i am currently planning to introduce (along with plenty of other cool stuff) in the next (LW2) TPF package...
     
    LW2_Post_Mission_Loots_Four.png
     
    Post-mission report (and Gray-Market slots)... new "enhanced" INV_Images from Elerium to Meld slots!

     
    PS; Shiny greenish Alloys is actually a direct wink to Superman's Kryptonite and Meld now has a true to reality electrified Nanite extracted from the rare but tough to handle HQ_DecalSheet_B  file.
    1. gurugeorge
      gurugeorge
      • premium
      • 17 kudos
      LOL, sorry didn't realize the colouring was quite so specific. I just thought they had a nice mother-of-pearl-like sheen, which made the icons look "solid"
  6. Zyxpsilon
    Zyxpsilon
    • supporter
    • 8 kudos
    Sticky
    This is a direct result of new features introduced by LW-Beta15--D2 ...  but everything is going to be alright once i upload my latest ReCLR-LW3 packages. The Addons has been re-structured, "ALL" is getting bigger with fresh items, MyFix is more tightly composed... and, you'll get a **LOT** (( I really mean it!! )) more coloring stuff in various areas of the UI and text fields.
     
    Timely enough -- this should happen later this evening or tomorrow morning.
    Bof... why not put it here already. Here's a rapid summary of the "MISSIONS pending _" new designs...
     
     Multi_Mission_S_ALL_Pending.png

     
    Cool, aren't they?
     
    PS; The "-TARGET EXTRACTION-" line is from the VanDoorn mission whereas the Light-Blue text was used in reference to the UN flag, btw.
  7. eagles980
    eagles980
    • member
    • 1 kudos
    Does anyone know how to JUST change the Action button colors (the two under the health bar for a soldier with both moves remaining) back to the default blue of the rest of the UI like vanilla long war? Long War 1.1 mod changes both the second button (why???) and the armor color to yellow, which I strongly dislike despite how great the rest of the mod is.
  8. hambil
    hambil
    • premium
    • 0 kudos
    I absolutely love this mod. The game looks so bland without it. This is one of the best, and probably one of the hardest to make mods. Well done! Would highly recommend.
  9. flighter
    flighter
    • member
    • 0 kudos
    Hello Zyxpsilon!
    Had just 1 question here. How can i recolor the Stats that shows in the baraks (like hp, accuracy, mobility...ect).
    I saw a picture from it in the LW6 add-on i guess but i cant seems to fing the patcher txt for it.
    1. flighter
      flighter
      • member
      • 0 kudos
      ...guess i found the file(s)?
      (2D1-)ReCLR-LW5_CustomStrategyHUD(UI_z--Part1-6) are those patches that do that?
  10. VibrantOdin
    VibrantOdin
    • member
    • 0 kudos
    I request a recoloring of XCOM: Art of War. I think this mod would be a beautiful addition to AoW.
    1. Deesthetics
      Deesthetics
      • premium
      • 25 kudos
      I request this also.
  11. Exaercase
    Exaercase
    • member
    • 0 kudos
    Hello,

    It's ExA (The French translator) i speak with you about french a do compatible last version of Enhanced Tactical Info (I do it but it's not perfect so if you are interested by Zyxpsilon ask me). The translation are near end but i'have a big big problm WINDOWS 10 .............. impossible to play, but endless i think i finish by do it work so i return :)

    But my post it's for a question i now i must uncompress file cause long war don't do it : if i'm not wrong it's : UICollection_Shell_SF.upk.

    But in my XEW upk file i have found also XComUIShell_SF.upk.MOD-ReC (an upk i uncompress) it's a mistake ??????

    Thx in advance for any help
    Best regard
    And again thx for this wonderfull mod
    ExA
  12. bouchacha
    bouchacha
    • supporter
    • 0 kudos
    I'm also confused by the simultaneous inclusion of LW3, LW5, and LW6. LW5 happens to be included with the LW6 download and LW3 is offered as multiple optional downloads. Is LW3 not obsolete? What about LW5? Does it have to do with personal preference between the two versions? If so what are the differences between them? Further, how do you enable the "WTH Custom Tactical Hud"? I installed the LW6 file ("ReCLR-LW6_CustomTacticalHUD(UI_z)") but it doesn't seem to work (see above screenshot).
  13. bouchacha
    bouchacha
    • supporter
    • 0 kudos
    I'm fairly sure I followed your instructions closely and it seems to be working overall except for the weapon names. For some reason the string isn't interpreted correctly so I get this:

    9MTAyHA.png

  14. SenorWolverine
    SenorWolverine
    • member
    • 0 kudos
    Hey Zyxpsilon, nice mod! I've used your mod before Long war's final release and everything worked fine. But now, there seems to be some of your features missing. I am using all the extra 3 add-ons with only one weapon change like specified. Topping it off with the LW6 All, fix, and pedia files. And the most of the LW6 customization patcher fixes. Like I said before, most of them are appliied but the one that changes the color of the base options isn't applied. The one that messes with research, barracks, construction. The bars on top remain light blue from Vanilla. How do I figure out what is wrong and fix it?
  15. Zyxpsilon
    Zyxpsilon
    • supporter
    • 8 kudos
    nkdi2211,
     
    Sorry for the late answer...
     
    If you have installed and patched everything from that ReCLR-LW5 zip, the only flaw that could explain what you're mentionning is already known.
    It is related to the Pistol slots and happens in the Tactical layer (during missions) when we hover above the Ability icons. A code component is trying to transfer HTML instructions to the Antenna functions (tiny Red text in a Black box). I am quite aware of that tricky error and have been searching for *THE* solution to that problem for nearly three months, no luck yet.
    Technically, such colored strings are defined from INT files and many PatcherGUI fixes are used to declare the HTML requirements where the default Vanilla code normally wouldn't allow for them. It's some indirect hack to Flash & their scripting methods.
     
    Otherwise... if you found more instances of such "Fonts" artifacts anywhere else, it probably means one or more Patches weren't processed correctly. Hard to tell which without knowing what exactly happens to any of your HUD elements.
  16. nkdi2211
    nkdi2211
    • member
    • 0 kudos
    Hello Zyxpsilon,
    I don't know this question have been answer yet and I suck at code editing so I don't know the solution.
    I play Longwar B15:f2, I install your mod and everything work well except the perk name and the weapon name. It showed up as :

    <fontor<font color='#______!' [name of perk/weapon]

    I use the ReCLR-LW5.zip. I tried copy & paste the INI file , INT file, or the Texmod files. The problem still persist while everything else seem perfect.

    What should I do for this?

    Thanks