XCOM 2
qUIck_FLG
Zyxpsilon  [developer] 6 Apr, 2016 @ 8:34pm
Known Issues
As i am getting near to finalize the basic assets for this FLG concept... i feel it's time for a qUIck summary of things to either fix or try to modify enough to somehow enhance this mod.
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Showing 1-6 of 6 comments
Zyxpsilon  [developer] 6 Apr, 2016 @ 8:42pm 
#1) The Barracks List tiny default black-box that surrounds my new buttons.

This is a Flash-GFX component that adds a layer with two specific shapes. Both of which would have been a lot easier to fiddle with in EW code by using a PatcherGUI dispatch of instructions that would declare their RGBA parameters as a pure alpha channel.

There might be a way to tackle a snippet via some UI-Listener & related "indirect" GFX structure.. but i have yet to detect the tricky soft-spot in the stock UC scripts.

Work in progress...
Zyxpsilon  [developer] 6 Apr, 2016 @ 8:54pm 
#2) Nationalities Parser List -- during customization.

Since i'm releasing these (164!) extra flags as four individual packages, the X2CountryTemplate(s) array is now "pre-scrambled" from the get go. You can witness this effect by viewing the default 36 (Argentina to Venezuela) proper alphabetic cycle while anything else is being inserted in a weird RNG kinda'way.

Objectively.. this could be considered a flaw but IMHO -- it really isn't. Here's why;

A) It simply adds a new twist in how players manage their editing process.
B) The FP patterns are indirectly revealed. Most supplemental countries are "grouped" by themes and that factor is also reproduced in some places.
C) After awhile i really got used to the randomized locations. It was frankly fun!

I might look around a bit into the code to figure out what goes on.. but at this point it isn't a priority.
Zyxpsilon  [developer] 12 Apr, 2016 @ 9:02am 
For anyone having some "Difficulties" to adapt to the Parser-List scramble, i've created an indirect reference set of summary sheets.
All 16 pages are exposed while the left-side columns are used to drop colored dots tagged with their FP file(s) origin.

I think this trio of images allows to visualize what happened to that Array structure. Page #16 has a small Legend explanation that offers some tricks to navigate (a bit more) easily into the new structure of names. You can also see the relative scroll-bar cursor locations when each set of 13 Nations per page are displayed.
Last edited by Zyxpsilon; 12 Apr, 2016 @ 9:07am
Zyxpsilon  [developer] 18 Apr, 2016 @ 11:46am 
#3) Cities locations as shown by the GuerillaOps 3D-Model on the Geoscape.

I am aware some relative coordinates aren't geographically accurate for some or most new destinations. This isn't anything caused directly by my mod.

In terms of UC coding, there are a series of particular functions responsible for translating Equirectangular XY data into 2D-Vector "points" that often deal with SkyRanger trajectories and other HUD calibrations. A complete analysis of any specific factors that could allow a proper fix isn't finished ... but if i find something conclusive enough, i'll attempt repairing these indirect flaws via new script logic or with other simpler ways.

Not sure when or how yet. :)
Zyxpsilon  [developer] 26 Feb, 2017 @ 2:14am 
Okay... just found out about a slight scripting flaw introduced by LW2 mechanics.
If i haven't checked RM's "MoreCities" to verify if he had adjusted anything in the Locator function.. i would have broken certain loops that could cause simultaneous stacking of Missions when specific templates would fail to squeeze into the XY-3d puller.

I'll issue an update soon!

Sorry, if anyone had some weird problems with their Avenger paths.. be gentle with me -- as i'm simply hooking his methods in a different setup for my Cities coordinates.
Zyxpsilon  [developer] 26 Feb, 2017 @ 3:06am 
Done!
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