• XCOM V4: "Svinnik - Why is Shen's daughter asian, when Shen is black?"
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[QUOTE=Mr. Someguy;49721062]Everyone I watch play just ignores it until the final countdown blips up, and even then sometimes the wait until like 5 days are left. Seems it could have benefited with a 50% timer reduction for each time the timer was triggered.[/QUOTE] Yup, now it's Saturday morning cartoon, "and Avatar would've been finished too if it weren't for you meddling XCOM operatives!"
You know what there is a noticeable lack of? Goggles! We have a bunch of glasses but no goggles!
So it was confirmed that the Volunteer survived the end of EU/EW [sp] but that obviously doesn't matter since all of EU/EW was a bunch of simulations. That actually kinda makes me sad.[/sp]
[QUOTE=Sector 7;49720868]is it just me or does the avatar project stop being threatening after a while? the aliens are only gaining 1 blip per month.[/QUOTE] don't think so, had two blips left, got a progress blip and then 2 days later another facility was constructed which forced me into the 21 hour countdown after I killed a facility, the past two hidden dark events have been AVATAR PROJECT: MAJOR BREAKTHROUGH, aka "Fuck you Taggart have two blips back if you don't do this instead of any of the other Dark Events"
Made some C&C Characters [IMG]http://s10.postimg.org/ndvpa2mft/2016_02_11_00001.jpg[/IMG] [IMG]http://s10.postimg.org/4k9wd2o7t/2016_02_11_00002.jpg[/IMG] If you want to have a blank last name hold down ALT and press 0160 on the numpad when typing it in
[QUOTE=mralexs;49721554]Made some C&C Characters -CnC pics- [/QUOTE] Since you are doing that CnC Renegade Nod audio mod for XCOM 2, are you gonna add Havoc and the gang as soldier voices as well? Also, just a tip for getting into wav files in the future. You'll need to convert all of them to 16-bit PCM if they are not already, or else you can't import them into UnrealEd.
[QUOTE=E3245;49721713]Since you are doing that CnC Renegade Nod audio mod for XCOM 2, are you gonna add Havoc and the gang as soldier voices as well? Also, just a tip for getting into wav files in the future. You'll need to convert all of them to 16-bit PCM if they are not already, or else you can't import them into UnrealEd.[/QUOTE] I think they already are
You make voice packs using the SDK right? I'm planning on making voice packs using GLA quotes from C&C Generals.
[QUOTE=DBFT;49721749]You make voice packs using the SDK right? I'm planning on making voice packs using GLA quotes from C&C Generals.[/QUOTE] You do, but I read the docs and I have no clue how to start :v:
[url]http://steamcommunity.com/sharedfiles/filedetails/?id=621358553&searchtext=[/url] thank fucking god
Can't wait for a mod that let's you draw a path, it's always annoying when you're trying to get all your guys to evac and the movement space suddenly jumps to a different place.
[QUOTE=Unique_mask;49721824]Can't wait for a mod that let's you draw a path, it's always annoying when you're trying to get all your guys to evac and the movement space suddenly jumps to a different place.[/QUOTE] Hold Ctrl and set increment way points.
Played a tiny bit of a VIP mission on my lunch; thought I had the drop on advent on a 2 story building but they decided to patrol the scenic route climbing a vent on the side of the building. Now I've got 2 rookies dead, the vip flanked by assVENT who came from the back. This is only the beginning, damn the game looks so good
[thumb]http://images.akamai.steamusercontent.com/ugc/322374898002746253/2E2E0DBFE2D335B1F565ED4FCEC47E64D2B4207B/[/thumb] Captured an ADVENT VIP, I didn't go into the mission knowing it would be a trade. Taggart was able to move 1 tile away from the LZ so instead I had him dash an overwatch so the other 4 guys could get out. He ended the mission like a hero, crying and hunkered down in a corner. Don't worry, I'll get you back. You even earned a promotion, things were going well before ADVENT decided to send their reinforcements on top of the LZ.
God damn it. I haven't had any really bad bugs before. Plenty of little glitches here and there, sure, but nothing halting progress or crashing the game or anything serious. And then I got to the last mission. I've had it crash twice, lock up once, and then whatever the fuck [url=http://i.imgur.com/fY5IcEP.jpg]THIS[/url] was.
I was an ADVENT sympathizer when I heard Brandon Keener voicing the representative. I became an ADVENT lover when a dominated shield bearer was the only reason my two lead troops, both rangers, didn't die on a particular mission in which you get turrets on your side. They got out of that with 1 and 2 hp. The shield was the only thing that stopped me losing them. I even put my entire squad at risk of flanking reinforcements to make sure that shield bearer got to the evac point. Then, as I click evac and Bradford congratulates me... "mind control lost." You did good, friend. You did good.
Gotta love the acid grenades. They shred armor like a boss, do a decent amount of damage and you get extra damage over time for the next couple turns. The acid even eats through ceilings and drips onto lower floors for the extra cool factor. Especially awesome on a grenadier with the extended nade radius skill. I've just pulled off the most amazing overwatch ambush yet. I put 5 soldiers into overwatch, then lobbed an ace acid nade that hit 5 enemies. The one advent trooper who survived the hail of bullets that followed took like 5 acid burn damage at the start of his turn. It was a bloody beautiful massacre.
[QUOTE=pebkac;49722254]Gotta love the acid grenades. They shred armor like a boss, do a decent amount of damage and you get extra damage over time for the next couple turns. The acid even eats through ceilings and drips onto lower floors for the extra cool factor. Especially awesome on a grenadier with the extended nade radius skill. [/QUOTE] WHAT. I feel the game doesn't really explain properly what items and abilites do... Gotta try that acid.
Acid is easily the best grenade And sometimes you can get it as a scanning reward like two minutes into the game
[QUOTE=Skyward;49722160]And then I got to the last mission. I've had it crash twice, lock up once, and then whatever the fuck [url=http://i.imgur.com/fY5IcEP.jpg]THIS[/url] was.[/QUOTE] Something similar happened to my friend, the screen just started flickering blue a shitload, and other graphical glitches. Reloading fixed it, but what the fuck? The panic was unnecessary, we thought their computer was suddenly dying.
if you can get acid grenades early, they tear shit till you get to the andromedon.
[QUOTE=Ruh-roh;49722357]Acid is easily the best grenade And sometimes you can get it as a scanning reward like two minutes into the game[/QUOTE] at least on veteran difficulty they are enough to 1-hit crysallids. They take enough dmg such that they all die from the acid at the start of their turn.
[QUOTE=pebkac;49722254]Gotta love the acid grenades. They shred armor like a boss, do a decent amount of damage and you get extra damage over time for the next couple turns. The acid even eats through ceilings and drips onto lower floors for the extra cool factor. Especially awesome on a grenadier with the extended nade radius skill. I've just pulled off the most amazing overwatch ambush yet. I put 5 soldiers into overwatch, then lobbed an ace acid nade that hit 5 enemies. The one advent trooper who survived the hail of bullets that followed took like 5 acid burn damage at the start of his turn. It was a bloody beautiful massacre.[/QUOTE] I need it
So just beat it, veteran is 2 EZ. Gotta do a commander run next.
Apparently I had a copy of XCOM EU, so began playing that. My ass never got rekt this hard ever.
[t]http://images.akamai.steamusercontent.com/ugc/550932579091967860/10335E47064343991845F8A85881FFD9B770E20D/[/t] [t]http://images.akamai.steamusercontent.com/ugc/550932579091968373/14B62A1F90FD1EF06F94D7884ED4149FA4D8DD21/[/t] [t]http://images.akamai.steamusercontent.com/ugc/550932579091968636/4E55133EA879DA09DCDCDFEC2905B96174854EFE/[/t] My plan to use my concealed ranger to move forward and destroy the Disruptor/provide LOS for my Snipers was going perfectly right up until my first Berserker decided to make a surprise appearance His last action was basically to give Advent the middle finger with a grenade
So can anyone provide an explanation on how to add voices and or music for someone who has NEVER modded Unreal before?
First mission fighting a [sp]AVATAR[/sp] went flawless, rapidfire is broke as fuck with no cooldown.
Okay guys, I've figured out how to get the voicepacks to work. I just need further investigation before I can post a better tutorial on how to make one that works. I've followed the documentation on the audio part, most of which is incorrect. This is a step-by-step instruction on how I got custom voicepacks to work ingame. What you really got to do is find a XCOMCharacterVoiceBank and XCOMCharacterVoice Archetypes. They can be found in XComGame\Content\XCOM_2\Packages\Voices\Male\English\MaleVoice1_English.upk and MaleVoice1_English_Data.upk. Copy those two into the same package where you've put your SoundWaveNode and SoundCue files, preferably with different names. Afterwards, go to that package where you pasted the new Archetypes at, and Right Click on the XCOMCharacterVoiceBank, and select Properties. Assign whatever SoundCues you want to the corresponding field by selecting them in the Content browser, and then clicking the green arrow in the properties field. They must come from the same package or it won't work later in the tutorial! After you're done, close the XCOMCharacterVoiceBank properties, then open the properties of the XCOMCharacterVoice Archetype in the content browser. [Right Click > Properties] Clear out the Ak Bank Name and the Ak Customization Event Name. Note: If you input ANYTHING in these fields, they will look for a .bnk file with this name, and ignore the Voice Banks that are in the package. While still in the properties of your XCOMCharacterVoice, click on the green plus near VoiceBank [The only green plus that there]. Next, find your XCOMCharacterVoiceBank that you've modified in the content browser, and click on it. Go back to the properties window and click the green arrow below VoiceBanks. Now it should be assigned as [0], or the first Voicebank. Then you generate your soundbanks by going to Tools > XCOM Utilities > Generate Sound Bank. The documentation says to generate 15 soundbanks for no reason. I generated 10 and it worked fine. In the voice dropdown, select the XCOMCharacterVoiceBank Archetype that you've edited, and for the Sound Cue Package, select the package that you put your SoundCues in. This is why you must have one package for SoundCues. Hit Go! and if prompted, say Yes. It will generate whatever many soundbanks that you specified, e.g 10. Check the New Packages folder in the Content Browser, after closing the Generate Sound Bank dialog. You should have several new packages that contain the XCOMCharacterVoiceBank_X2 Archetype. I prefer to move them all to the same package that contains the XCOMCharacterVoice. Go back to your main package that has the XCOMCharacterVoice, you should see that you have new voice banks added. Hit the red X on [0] to delete the line. It should look something like this now. [IMG]http://i66.tinypic.com/2z8n7g5.png[/IMG] Compile and test in the game. I'm not sure that I've missed something, but I've got most of the important stuff down. EDIT: This information is outdated. Go here for the full tutorial: [URL="https://docs.google.com/document/d/1v8jU86Jeqn9wms4Pxjj7f5tHPlmli6TSogrbWvc5vUA/edit?usp=sharing"]https://docs.google.com/document/d/1v8jU86Jeqn9wms4Pxjj7f5tHPlmli6TSogrbWvc5vUA/edit?usp=sharing[/URL]
[QUOTE=E3245;49722682]Okay guys, I've figured out how to get the voicepacks to work. I just need further investigation before I can post a better tutorial on how to make one that works. I've followed the documentation on the audio part, most of which is incorrect. This is a step-by-step instruction on how I got custom voicepacks to work ingame. What you really got to do is find a XCOMCharacterVoiceBank and XCOMCharacterVoice Archetypes. They can be found in XComGame\Content\XCOM_2\Packages\Voices\Male\English\MaleVoice1_English.upk and MaleVoice1_English_Data.upk. Copy those two into the same package where you've put your SoundWaveNode and SoundCue files, preferably with different names. Afterwards, go to that package where you pasted the new Archetypes at, and Right Click on the XCOMCharacterVoiceBank, and select Properties. Assign whatever SoundCues you want to the corresponding field by selecting them in the Content browser, and then clicking the green arrow in the properties field. They must come from the same package or it won't work later in the tutorial! After you're done, close the XCOMCharacterVoiceBank properties, then open the properties of the XCOMCharacterVoice Archetype in the content browser. [Right Click > Properties] Clear out the Ak Bank Name and the Ak Customization Event Name. Note: If you input ANYTHING in these fields, they will look for a .bnk file with this name, and ignore the Voice Banks that are in the package. While still in the properties of your XCOMCharacterVoice, click on the green plus near VoiceBank [The only green plus that there]. Next, find your XCOMCharacterVoiceBank that you've modified in the content browser, and click on it. Go back to the properties window and click the green arrow below VoiceBanks. Now it should be assigned as [0], or the first Voicebank. Then you generate your soundbanks by going to Tools > XCOM Utilities > Generate Sound Bank. The documentation says to generate 15 soundbanks for no reason. I generated 10 and it worked fine. In the voice dropdown, select the XCOMCharacterVoiceBank Archetype that you've edited, and for the Sound Cue Package, select the package that you put your SoundCues in. This is why you must have one package for SoundCues. Hit Go! and if prompted, say Yes. It will generate whatever many soundbanks that you specified, e.g 10. Check the New Packages folder in the Content Browser, after closing the Generate Sound Bank dialog. You should have several new packages that contain the XCOMCharacterVoiceBank_X2 Archetype. I prefer to move them all to the same package that contains the XCOMCharacterVoice. Go back to your main package that has the XCOMCharacterVoice, you should see that you have new voice banks added. Hit the red X on [0] to delete the line. It should look something like this now. [IMG]http://i66.tinypic.com/2z8n7g5.png[/IMG] Compile and test in the game. I'm not sure that I've missed something, but I've got most of the important stuff down.[/QUOTE] So how many responses can you have a soldier have? Cause each renegade character has 104 wav files that aren't pain grunts
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