OpenXcom Forum

Modding => Released Mods => Topic started by: B1ackwolf on December 01, 2023, 07:57:24 am

Title: [MAP PACK][STANDALONE] Xcom Base Facilities Visual Uplift
Post by: B1ackwolf on December 01, 2023, 07:57:24 am
New update 1.5 uploaded now, confirmed 100% compatibility with FMP  (Jan-25th-2024)!
Check the bottom of this post for the file and the updated changelog


Xcom Base Facilities Visual Uplift:
Since the inception of my journey with OpenXcom and even XCOM itself in the past, I've never liked the appearance of XCOM facilities. To me, they seemed plain, dull-colored, almost like they were made with cardboard and plastic. I was determined to tackle that and create something perhaps better.
What's New?
A complete overhaul of Xcom base map blocks, utilizing terrain tiles and assets from TFTD to achieve a grittier and more militarish appearance. This standalone version is for those who want appearance improvements while retaining all the vanilla aspects of their game. If you are already using my XenoOperations LEGACY MOD (https://mod.io/g/openxcom/m/xeno-operations-legacy) you won't need this, as the work is already integrated there.

Installation and Updating
Theoretically Compatible with any version of OpenXcom (tested on nightlies and OXCE installations).

Compatibility Information:
Newest patch (1.4) it's now 100% compatible with the FMP. (https://mod.io/g/openxcom/m/final-mod-pack)

Caution is advised for users with other overhauls or mods that adds new base facilities for XCOM, as this might not be entirely compatible and could need some tweaks.
 For other modders, I've kept this as a separate mod to facilitate easier integration into your work. Replacing XBASE map blocks in your .rul Files might cause CTD or visual issues, so it's recommended to recreate your map blocks/buildings using my terrains pack. Feel free to PM me if you encounter any problems or need asistance.

Features
Future Plans:

Usage of Graphics:
Modders are free to use this for whatever they wish except for monetary gain. It would be appreciated if you credit me, but it's not mandatory.


Credits without any specific order:

CHANGELOG:

Version 1.5:

Facilities update:
- Almost every building recieved an extra pass and tweaks here and there. I'll update the modsite pictures to reflect this (later, can promise anything for now).

Bugfixes:
- Solved some navigation issues inside the Hangars:
  * Hangars were redesigned (once again). Now every 2x2 unit can enter from any direction without any problem (thanks everyone for their valuable feedback about this).
- Solved some Errors related to Medbays being aviable to build for free (without doing anything at all tho).
  * In case anyone wish to use my redesigns for those buildings, you must enter inside the ruleset folder, open 'facilities.rul' and follow the instruction at the bottom of the file. 

Version 1.4:

Additions:
- Added some extra basesprite facilities.
- Added support for mods using the following buildings:
  * Gym
  * Med-bay
  * Advanced Medbay
- Improved some props again.
- Redesigned entirely the Hangar facility:
  * Improved navegability for large units.
  * Now Accesible from every direction.
     ~ There are still two blocked entries, consider them a feature so combat is funneled towards the other entrie creating a bottleneck.
  * Special thanks to KaMef and jnarical for reporting and suggesting the change.
- Retouched almost every other facility:
  * Small changes in layouts, disposition and details of some props, lights and walls/tiles in general.

Bugfixes:
- Corrected an error related to LofTemps files producing CTDs in certain instances.
  * Thanks Xilmi for the report.

Version 1.3:

-Additions:
- New and revamped SCANG.dat file, when you enter the mapview interface now there will be matching sprites with the newer artwork direction.
- In tandem with the change above, now all the "pips" representing units have been recoloured to match a more intuitive format:
  * Blue: alies units.
  * Red: Enemies units.
  * Yellow: Neutral (i.e civilians) units.
- Adjusted the intensity of some light sources, also some props produces light by themselves.
- Changed the textures and color of some props to improve the general appearance of them in relation to the artwork of the mod, special thanks to ROBIN for his work in From the apocalypse Mod, check it out, its really dope.
  * Tables now are metallic gray. (goodbye the blue plastic from the garden section in ikea) Thanks to ROBIN.
  * Cardboard targets inside the gym shoot alley got improvements. Thanks to ROBIN.
  * Gabinets/closets now look like personnel lockers, Thanks again to ROBIN an his mod.
  * Files drawers recolored to dark gray.
  * Small details added to fridges, so they dont blurry with the background so easily
  * Blue walls used in alien containment and psi labes were redone entirely
  * Blue chairs got recoloured to have khaki/coyote seats.
  * All the Floor tiles got revamped with small details of mud and erosion, thus obtaining a more RUGGED and rustic appearance, instead of the previous "glossy and polished marble-like" cement without any trace of imperfections.
- Rearanged and moved some maps to achieve a better overall look (will became obvious when the newer preview pictures are done)

Bugfixes:
- Solved some navigation issues in maps where some props impossibilited reaching certain places of the second floor.
- Solved some tiles using wrong "walk sound" effect ( expect metallic taps when walking above any such materials).
- Solved some buildings using wrong versions of props(i.e, the alien containment had the destroyed base ring instead of the light flickering version to name an example).
- Solved a missing file in the routes folders related to the Corridors, there was a XBASS_24.MAP instead of the correct .RMP version of it. if you had experimented some CTD in bases featuring such buildings, this might be the culprit.
- Myriad of small catches and fixes with some missplaced walls and props types.
  * For a more technical explanation, every part is defined as a PartType , having them defined incorrectly would present some minor Line of sights inconsistencies, "invisible walls" stoping normal navigation or some pops not showing correctly as they are tagged to be loaded at "the bottom" (closer to the floor) of the tile and such anything place "above" this took priority.

#####

Version 1.2:

Additions:

- Added new facilities to ensure compatibility with FMP:
  * Large living quarters (from "improved facilities mod" made by DIOXINE).
  * Large storage store (from "improved facilities mod" made by DIOXINE).
  * Corridor.
  * Gauss defence.

Facilities Updated:
- Slight corrections on some facilities:
  * Little change on some floor tiles on the small radar.
  * little changes on a "hide" floor tile in the laboratory to get better ilumination distribuition.
- General stores recieved a new area with fridges for food supplies ( ¯\_(ツ)_/¯ ).

BugFixes:
- fixed some missing floortiles from the catwalks in the hangar second floor.
- fixed some missing west walls on the large living quarters.

#####

Version 1.1:

Additions:
- New a revamped BASEBITS to match the improved facilities, artwork made entirely by EfrenSpartano.
- Improved some MCD files with extra assets , correctly coloured to XCOM EU pallete.
- Retouched the Workshop facility:
  * Added an improved assembly table. 
  * Added an Robot arm assembler/welder from vainilla, recolored to maintain the general motif of the mod.
   ~ changed from intense pink to a more industrial orange.
- Reorganized the Fusion Ball Defence building:
  * Added some monitors intended "to fire control" them aside the cannon.   
   
BugFixes: 
- fixed some "invisible floor squares" on the second level of the corridors.
- fixed a problem with the hangar facilities, where both northeast and southeast blocks were loading the assets incorrectly.

#####

Version 1.0:

First release of the mod

- Remodeled entirely the base facilities

Feel free to reach out for any questions or issues. Any feedback will be appreciated. Enjoy the upgraded Xcom base experience!

These are a preview of some of the buildings:
Title: Re: [MAP PACK][STANDALONE] Xcom Base Facilities Visual Uplift
Post by: B1ackwolf on December 19, 2023, 05:01:16 pm
New update posted, this will be the last update until first week of january (or any hotfix its needed). Hopefully everything should work correctly and stand by its one.

Merry christmas everyone!
Title: Re: [MAP PACK][STANDALONE] Xcom Base Facilities Visual Uplift
Post by: ontherun on December 19, 2023, 11:08:56 pm
New update posted, this will be the last update until first week of january (or any hotfix its needed). Hopefully everything should work correctly and stand by its one.

Merry christmas everyone!

thanks, same applies to you!
Title: Re: [MAP PACK][STANDALONE] Xcom Base Facilities Visual Uplift
Post by: B1ackwolf on January 27, 2024, 08:03:53 pm
Happy new year everyone, new update its live now, remember to check the changelog to check new the new, features, as always, its totally safe to update this on ongoing campaings, remember to follow instructions in the first post.
Title: Re: [MAP PACK][STANDALONE] Xcom Base Facilities Visual Uplift
Post by: KaMef on February 28, 2024, 07:12:40 pm
Hi,

I like your visual upgrade.
Hangar should be redesigned, large units can't enter/leave without connection from north.
Title: Re: [MAP PACK][STANDALONE] Xcom Base Facilities Visual Uplift
Post by: B1ackwolf on March 01, 2024, 06:19:17 pm
Hi,

I like your visual upgrade.
Hangar should be redesigned, large units can't enter/leave without connection from north.


Thanks for your feedback, noted, i'll take a look and see what i can do for the next patch.