Imperial Quarters Remaster

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Re: Imperial Quarters Remaster

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Darksaber

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Post by Darksaber » Tue Sep 24, 2019 11:24 pm

Yes the DSUCPImpConcourseFix fixes the image of the concourse (Thanks the DTM), which as you found out crashes the game.

The Frontend_UCP.dat file Ual002 posted above, only changes the the position of the medals, none of the other room elements including the room image have been provided :(

Ual002, will you be finishing the room at any point? You made a great start but nothing more from you, it would be a real shame not to finish what you started :(
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Post by ual002 » Wed Sep 25, 2019 12:26 pm

Oh I fully expect to finish. I was hoping someone would make some more headway on finding offsets for record keeping and how different scores affect rank and stuff. It would have made field testing all the room decorations easier, but apparently justagai told me about a dev version of XWA that while activated allows me to just press the W key while in the family room to progress the missions and see the room decorations and medals pop up. With that I can keep going. Just need to hunker down and do it.
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Post by Darksaber » Wed Sep 25, 2019 12:38 pm

Image
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Post by ual002 » Sun Sep 29, 2019 12:36 am

Ya'll's little poke got me working again. This is what it looks like so far. We absolutely still need more direct control over when and why these items show up.

https://www.youtube.com/watch?v=p9M2WmT ... e=youtu.be
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Post by Darksaber » Sun Sep 29, 2019 9:24 am

That looks really really great, thank you :
“You can please some of the people all of the time, you can please all of the people some of the time, but you can’t please all of the people all of the time”.”
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Post by JeremyaFr » Sun Sep 29, 2019 3:00 pm

Nice

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Post by Bman » Mon Sep 30, 2019 4:33 am

Excellent
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Post by ual002 » Mon Sep 30, 2019 10:39 pm

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Darksaber

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Post by Darksaber » Mon Sep 30, 2019 11:03 pm

Excellent mate :)

Your probably aware of this but the Awards and Medals are triggered with the FamilyAwards.txt and Medals.txt and the completion of the mission number,

Just thought you must know this as you've changed the descriptions for the items lol
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Post by ual002 » Tue Oct 01, 2019 12:20 am

Yes sir, I'm aware of how they function now. I'd like a hook or something to control these items with user defined triggers if we ever find the right offsets. I think earlier in the thread is an accumulation of what we know about how this stuff works by default.

I want the user/campaign creator to be able to have a more dynamic accumulation of room decor as he plays skirmish missions in the sim room or equivalent, rather than the linear accumulation of decor we have now just playing the campaign.
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Post by ual002 » Fri Oct 04, 2019 2:32 am

I am also very curious about item layering. What I mean by that is, right now I'm trying to decide what determines what décor item layer is on top. If I were to overlay them on top of each other to some degree in a more cluttered version of the room, is it the order they appear that determines layering, or a hard coded thing? As it is right now I had only the uniform over one of the posters and as a result of when the items were showing up it was causing the poster to show in front of the uniform.

Now this isn't a game breaker, I can better design the room so that there are no overlaps. We even found an offset that would in theory allow us to have a second container in the main room much like the container for the medals case, or maybe even further sublevels. None of this is super relevant unless we can make the experience more dynamic, there isn't really a point to more content in the form of room décor if much of it will never be triggered beyond a linear mission completion in the campaign room. Especially if I have to design missions in such a way that the pre-made room décor items are relevant to the mission that triggers them, rather than the way the default game was probably designed (Make campaign first, then create filler decor flavoring for the room).
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