Author Topic: My Mod Development Diary.  (Read 3626 times)

Offline Precentor Apollyon

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Re: My Mod Development Diary.
« Reply #45 on: December 01, 2019, 02:31:41 pm »
Been a while since I had updated my diary.

I been working on a random missionsite generator for the last two weeks and also had a rough week.

This random missionsite generator can generate random missions without using Regionweight. However, I am still waiting for a feature request for it to enable full functionality in my mod.

Otherwise, I have been working on my underground human bases for the evil human factions in my mod.

Photo attached below, I have also prototyping weapons like Paralysis and Psychosis Weapons. These two weapon type will cause your soldier to loose all their TUs, and have damage done their bravery and Morale.

I must admit the Psychosis weapon is nothing but a test. So far I have seen enemy unit panicked after it was hit by the weapon.

The final prototyping phase of my mod is also finally at hand. I have yet to include the new Alienmissions and missionscript for all the new ufos in my mod. This is going to be a lot of work. Also I yet have to extract the hand assets for disruptor gun and Cannon from APOC and create new hand assets for the Thermal shock pistols and cannons.

So I am making good progress.
« Last Edit: December 01, 2019, 04:02:14 pm by Precentor Apollyon »

Offline Precentor Apollyon

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Re: My Mod Development Diary.
« Reply #46 on: December 04, 2019, 04:03:08 pm »
Today, I have finally finished up with the modification on the Missionscript and Alienmissions rul files for the new ufos appearing in my mod. The Ufos are at least 12 humans ones, 8 TFTD and 9 from APOC, so the geoscape game in my mod will be pretty crowded and fun.

Now, the fun part is to test it. Also this marks the completion with the prototyping of my mod.  All the feature I want for my mod, it is now done. The long road ahead is refinement and production. This will take a year, at the meantime, to celebrate, I will post the transformed photo of a TFTD USO Escort, when it crashes on land. 

In my mod, the Alien Alloys has a magical properties of transforming into Aqua plastic and vice versa. When a UFO is on land or sea..

The only headache I have now, is the mission site and alienbase not working properly, when it appeared on a sea texture because the Aliendeployment can't be switch with the current OXCE build.

Offline Ethereal

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Re: My Mod Development Diary.
« Reply #47 on: December 05, 2019, 12:55:56 am »

The only headache I have now, is the mission site and alienbase not working properly, when it appeared on a sea texture because the Aliendeployment can't be switch with the current OXCE build.

I also ran into an alien base problem. However, by doing the following;

Code: [Select]
alienDeployments:
  - delete: STR_ALIEN_BASE_ASSAULT
alienMissions:
  - delete: STR_ALIEN_INFILTRATION
  - delete: STR_ALIEN_BASE

the problem is gone. The truth is all the remote will have to prescribe in mod. And it is necessary to remove, because otherwise the alien base will not be able to make a two-level.
By the way, I have 3 different alien bases in mod. Try to do different missions, one for building bases in land regions, the second in sea regions.
« Last Edit: December 05, 2019, 01:09:31 am by Ethereal »

Offline Precentor Apollyon

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Re: My Mod Development Diary.
« Reply #48 on: December 05, 2019, 01:41:45 am »
Which mod are you referring to? My mod hasn't been released yet. The hybrid mod I have released has the same design problem, I have listed a feature request is needed to work properly for alienbase to have split level.

In the hybrid mod I have released, the alienbase split level will work, but the upper level will have problems if the battlescape mission take part in a underwater mission. I am aware of the Regionweight solution, however I am using this for something else in my mod and there's only so many spawn point you can list and also knowing where they will spawn.
 

« Last Edit: December 05, 2019, 01:53:42 am by Precentor Apollyon »

Offline Precentor Apollyon

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Re: My Mod Development Diary.
« Reply #49 on: December 05, 2019, 03:53:23 am »
More uso on land

Online Meridian

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Re: My Mod Development Diary.
« Reply #50 on: December 05, 2019, 09:33:53 am »
Which mod are you referring to? My mod hasn't been released yet. The hybrid mod I have released has the same design problem, I have listed a feature request is needed to work properly for alienbase to have split level.

In the hybrid mod I have released, the alienbase split level will work, but the upper level will have problems if the battlescape mission take part in a underwater mission. I am aware of the Regionweight solution, however I am using this for something else in my mod and there's only so many spawn point you can list and also knowing where they will spawn.

The feature request is rejected, it's complicated to implement and incompatible with several other features.

What you want is already doable in a much cleaner way.
As Ethereal said, you should create two sets of alien base / mission site missions: one for surface deployments and one for underwater deployments.
And it is NOT about regionWeights.
You need to create two new mission ZONES in all regions, which will define separate areas of operation: surface and underwater.

For example, alien bases use mission zone 4 of each region in vanilla.
You can define zones 6 (surface only) and 7 (underwater only)... and use those instead, one for each type of your new missions, for example STR_ALIEN_BASE_SURFACE and STR_ALIEN_BASE_UNDERWATER.
Simple and compatible.

Offline Precentor Apollyon

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Re: My Mod Development Diary.
« Reply #51 on: December 05, 2019, 05:00:48 pm »
Oh well, I am deeply sadden by the revelation of this news. So I went today to test of the solution offered to make the best of the situation.

To enable two new Mission zone (6 and 7), I need new coordinates for the mission site or alien bases to be generated. I am faced with a huge problem..

1) I have around 50+ bases needing to be spawn at the start of the game from 7 factions. This not including Cities spawn as bases in the start of the game as well. So this is around 100+ bases.

2) I have coded and deeply entrenched my mod with in the hope and gamble of this _underwater extension could be made possible. All the extra Aliendeployment and mapscript coded.

3) In order to generate the coordinates needed for the two new mission zone. I first started with North America by testing the coordinates from Mission zone 1 and 2. So by checking which of these is land or sea coordinates, I can sorted them into the correct mission zone I desire for land and sea.

Please refer to test 1 screenshot.

4) My testing methodology, was old fashioned. I adopted my base generation code to generate 20 bases on the map, to see where these coordinate will they spawn on the globe.

5) Please check screen shot 3,4 and 5 test. I have started new game 3 times, to my surprise, the coordinates from those mission zone are not fixed. They drifted. To have fixed coordinates, I need to have negative textures value with deployment declared on the texture section of the globe and in the missionzone coordinates. For 100+ bases and new bases to be generate as per month goes by. There's no guarantee in the randomness of location. Also Luke have a problem with clustering of the bases. This is a problem I have encounter earlier, while using this missionzone methodology.

Without this proper feature to get Alienbase and missionsite able to switch between land and sea version, having land building spawn at underwater. Also with the limitation from the missionzone methodology.

I am faced with the following option.

1) I go and code this feature myself.

2) Find volunteers from the net to help code this.

3) Wait for a later time, when Hybrid modding gain popularity and get picked up by the modding community. Some other modders would demand for this feature again.

I will most likely go to option 2 and 3. Most OXCE request now days are asking for visual changes like new laser beam or some  new terrain or background wall paper to make a mod look more attractive.

This feature I need will change gameplay a lot by having random bases spawn in a manner you have to actively search for it, on land or sea. You start the game with enemy bases everywhere surrounding you and as a player, you have to actively raid for resources for the first 6 months to build up your forces before the alien came.

Personally, I have lost all momentum in modding this game. I need some time off and then perhaps start modding on other games. I would like to mod Fallout 1 and 2, having the lone wanderer leading a band of Caravan and hired mercs crossing the wasteland and survive, while going one town to another. You have to manage your party, not get wipe out and earn a profit from each caravan mission. Until such time, this mod will be on hold.

When Luke88 release his globe in the near future, I will update my released hybrid mod to have his globe.

Thank you all.
« Last Edit: December 05, 2019, 05:04:58 pm by Precentor Apollyon »

Online Meridian

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Re: My Mod Development Diary.
« Reply #52 on: December 05, 2019, 07:27:59 pm »
I read your post twice, and I don't understand anything you wrote.

If you have already done all the mapscripts and all the alien deployments.... then you have 95% of the work done.

The remaining 5% is defining:
- some new mission zones (estimated work of maximum 3-4 hours)
- defining some new missions and mission scripts to generate 2 kinds of missions instead of 1 (estimated work of maximum 2-6 hours, depending on the number of scripts you already have)

After that you will achieve EXACTLY THE SAME RESULT as with your automatic deployment switching.

No need to panic or go hysterical, there is a very easy solution for your requirements... you just need to read what was written.
« Last Edit: December 05, 2019, 07:54:56 pm by Meridian »

Online Meridian

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Re: My Mod Development Diary.
« Reply #53 on: December 05, 2019, 07:40:57 pm »
To try to answer your questions



Quote
To enable two new Mission zone (6 and 7), I need new coordinates for the mission site or alien bases to be generated. I am faced with a huge problem..

what huge problem?

Quote
1) I have around 50+ bases needing to be spawn at the start of the game from 7 factions. This not including Cities spawn as bases in the start of the game as well. So this is around 100+ bases.

No problem here. 50 bases or 100 bases makes no difference.

Quote
2) I have coded and deeply entrenched my mod with in the hope and gamble of this _underwater extension could be made possible. All the extra Aliendeployment and mapscript coded.

I never promised anything.

Quote
3) In order to generate the coordinates needed for the two new mission zone. I first started with North America by testing the coordinates from Mission zone 1 and 2. So by checking which of these is land or sea coordinates, I can sorted them into the correct mission zone I desire for land and sea.

Please refer to test 1 screenshot.

Looks good to me.

Quote
4) My testing methodology, was old fashioned. I adopted my base generation code to generate 20 bases on the map, to see where these coordinate will they spawn on the globe.

Old fashioned but effective.

Quote
5) Please check screen shot 3,4 and 5 test. I have started new game 3 times, to my surprise, the coordinates from those mission zone are not fixed. They drifted. To have fixed coordinates, I need to have negative textures value with deployment declared on the texture section of the globe and in the missionzone coordinates. For 100+ bases and new bases to be generate as per month goes by. There's no guarantee in the randomness of location. Also Luke have a problem with clustering of the bases. This is a problem I have encounter earlier, while using this missionzone methodology.

Why surprise? They always worked like this.

You don't need negative textures to have fixed coordinates... you just need to define the zones properly... for example mission zones 3 have fixed coordinates. Mission zones 0,1,2,4,5 don't.

What do you mean by no guarantee of randomness? They are always random. And what does it even have to do with anything, it works the same with your solution or with my solution.

Quote
Without this proper feature to get Alienbase and missionsite able to switch between land and sea version, having land building spawn at underwater. Also with the limitation from the missionzone methodology.

I am faced with the following option.
1) I go and code this feature myself.
2) Find volunteers from the net to help code this.
3) Wait for a later time, when Hybrid modding gain popularity and get picked up by the modding community. Some other modders would demand for this feature again.

4. Or read my post again and make it easily with available tools.

Quote
I will most likely go to option 2 and 3. Most OXCE request now days are asking for visual changes like new laser beam or some  new terrain or background wall paper to make a mod look more attractive.

This feature I need will change gameplay a lot by having random bases spawn in a manner you have to actively search for it, on land or sea. You start the game with enemy bases everywhere surrounding you and as a player, you have to actively raid for resources for the first 6 months to build up your forces before the alien came.

Personally, I have lost all momentum in modding this game. I need some time off and then perhaps start modding on other games. I would like to mod Fallout 1 and 2, having the lone wanderer leading a band of Caravan and hired mercs crossing the wasteland and survive, while going one town to another. You have to manage your party, not get wipe out and earn a profit from each caravan mission. Until such time, this mod will be on hold.

When Luke88 release his globe in the near future, I will update my released hybrid mod to have his globe.

Thank you all.

Dude, grow up.
You're behaving like a child.

If you need help or a sample mod, just ask.
« Last Edit: December 05, 2019, 08:23:27 pm by Meridian »

Offline Precentor Apollyon

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Re: My Mod Development Diary.
« Reply #54 on: December 06, 2019, 03:08:20 am »
Merdian, I understand you don’t have to promise anything because nothing is certain about the future. As to this tread, I treat it as my mod diary and I will publish my personal thoughts and my ideas in the progress on my mod.

This has nothing to do with panicking, going hysterical or behaving a lacking in maturity. We are human beings and we are allow to describe our personal feeling in situations. We are not allow the privilege in face to face communication, only then, can a factual analysis of the other true emotion is complete. Unfortunately, my admission can be interpreted as something else.

From what you describe, perhaps I am missing something in my understanding of region coordinates. I did not code the original OXC and it’s functionality. My knowledge is only as good as the research done, base on the documentation available and past experimentations.

This feature is vital to my mod, if there is no way workable. I am prepare to put it on hold and wait for a later time when the solution is available. Making a mod like this is a pure investment of my time. I won’t invest more time unless I know the mod will function the way it should. Not broken, missing critical features.

I want to make this mod it is not because for the other players. It is how I would like to play this game. The game has to be challenging, engaging and fun.

I have devoted almost most of my free time to get this mod done. Time is valuable for me and I only have a certain amount in experimenting. There are other modding  I want to get into, if this mod can’t progress on.

A sample mod would be welcome. Thank you.
« Last Edit: December 06, 2019, 10:06:15 am by Precentor Apollyon »

Offline Precentor Apollyon

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Re: My Mod Development Diary.
« Reply #55 on: December 06, 2019, 02:01:53 pm »
After some reflection today, I felt I have invest too much time and emotion into this mod. So much that I sometimes forget of emotional shackle I have chained myself to. I forget that my passion sometimes can be so intense, wanting to get things done. The drive had made me forget of everything else. This had made me vulnerable to perhaps setbacks with the mod.

Maybe I need a little time off to help me reconnect with other things. I will probably slow down a lot now with the mod completed with all the feature I want, save for the aliendeloyment for bases and missionsite working properly in my hybrid mod.

Here is a screen shot of the Starcult Pyramid I made for the upper level mission 

Online Meridian

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Re: My Mod Development Diary.
« Reply #56 on: December 07, 2019, 11:24:01 am »
A sample mod would be welcome. Thank you.

One example (for North Africa) provided in this post/thread: https://openxcom.org/forum/index.php/topic,7661.msg120465.html#msg120465
« Last Edit: December 07, 2019, 11:42:45 am by Meridian »

Offline Precentor Apollyon

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Re: My Mod Development Diary.
« Reply #57 on: December 08, 2019, 12:14:40 pm »
Meridian as per discussed in the messages. This file is encrypted.
« Last Edit: December 08, 2019, 02:17:22 pm by Precentor Apollyon »

Offline Precentor Apollyon

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Re: My Mod Development Diary.
« Reply #58 on: December 08, 2019, 12:17:15 pm »
There are also other weird bugs. Like for example, with the new save game Echo, please check the high lighted base.

One of the red circled is a farm terrain. The other with bug 2 labeled it is a messed up sea map.

The mapscript code work fine in most cases.. yet this is unforeseen.
« Last Edit: December 08, 2019, 12:20:51 pm by Precentor Apollyon »

Online Meridian

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Re: My Mod Development Diary.
« Reply #59 on: December 08, 2019, 03:07:21 pm »
Meridian as per discussed in the messages. This file is encrypted.

I don't see any file.