OpenXcom Forum

OpenXcom => Open Feedback => Topic started by: SIMON BAILIE on September 10, 2014, 02:26:10 am

Title: UFO LANDS @ SEA?
Post by: SIMON BAILIE on September 10, 2014, 02:26:10 am
A weird thing happened on my current game and I'm wondering if this has happened to anyone else. A very heavy raider ship ship seems to have landed at sea and I can assault it but to be picky I can't see any land on the Geoscape image and unless it's some virtually unheard of desert island I don't know what island it landed on (even looked up an atlas and it appears to have landed at sea)
ufos:
  - dest:
      type: STR_WAYPOINT
      id: 0
      lon: 3.470218224082669
      lat: 0.05133149647199854
    speedLat: 0.0009586915203409351
    speedRadian: 0.001551403779550515
    speed: 3840
    type: STR_RAIDER_SHIP
    id: 122
    lon: 4.367501973710038
    lat: -1.409790141781441
    speedLon: -0.007608560412577357
    damage: 0
    altitude: STR_VERY_HIGH
    direction: STR_WEST
    status: 0
    detected: true
    hyperDetected: true
    mission: 27
    trajectory: R0
    trajectoryPoint: 0.   
Title: Re: UFO LANDS @ SEA?
Post by: Warboy1982 on September 10, 2014, 04:16:30 am
it's using an incorrect trajectory or the wrong type of mission zone. either way it's the mod.
Title: Re: UFO LANDS @ SEA?
Post by: Hobbes on September 10, 2014, 02:25:04 pm
That's my mod, but do you have other mods installed or the FMP? I'm asking because it looks the UFO has landed on the Pacific, but on my mod there are no Alien Raid missions assigned to that geographic area.

Try something to test this: assault the UFO and tell me the terrain (Desert, Mountain, etc.) on which the Skyranger has landed (on the edges of the map, not the central building).
Title: Re: UFO LANDS @ SEA?
Post by: Warboy1982 on September 11, 2014, 04:38:28 am
it'll be jungle/forest. water has no terrain value so it reverts to "default"
Title: Re: UFO LANDS @ SEA?
Post by: Solarius Scorch on September 11, 2014, 08:24:38 am
If it's the FMP, then any custom trajectories are either from Hobbes' mod or Robin's Men in Black.

Nevertheless, if it's a Heavy Raider, then it must be Hobbes' trajectory, no? I haven't modified the trajectories.
Title: Re: UFO LANDS @ SEA?
Post by: SIMON BAILIE on September 11, 2014, 03:28:42 pm
Upon testing it I found it was jungle terrain, see attached image. As far as I know the mods I'm running atm have no major incompatability issues but see attached file. Attack dog appears to have been added to version 0.9.3 of the final mod pack which I only updated to the other day.
Title: Re: UFO LANDS @ SEA?
Post by: Falko on September 11, 2014, 03:51:03 pm
and is one of your 58 mods having regions->...->missionZones
or ufoTrajectories entries
Title: Re: UFO LANDS @ SEA?
Post by: pkrcel on September 11, 2014, 04:14:50 pm
He is using commendation mod so it's also an alternative exe
Title: Re: UFO LANDS @ SEA?
Post by: SIMON BAILIE on September 11, 2014, 04:46:48 pm
From looking over the .rul files and my very limited understanding of all this it appears to be using trajectories from both the final mod pack and the Xcom1 rulest.
Title: Re: UFO LANDS @ SEA?
Post by: Falko on September 11, 2014, 05:26:36 pm
here my short explanation whats i think is wrong with some of the trajectories
first go here https://falkooxc.pythonanywhere.com/static/worldedit.html -> select edit missionzones
there you can switch between the zones to see what zone is placed where

lets take a look here:
  - id: R0
    groundTimer: 2000
    waypoints:
      - [5, 4, 80]
      - [5, 0, 100]
the ufo starts at zone5 (and flies to another zone5)
BUT zone 5 is normaly not used for landings but as a flyaway/appear zone so it is mostly outside of the target region

save landing zones would be 1,2,4 (3 = cities positions +hawaii)
zone 0 is also possible as landing zone (and used in vanilla as such) but theis region go out in the water
i assume oxc checks the landing point region for land but in case 5 some regions just dont have that under it so it places it in the water

mod idea:
add new small globe-polygons blocks below the cities
change these polygons to new texture id (>12)
make some new terrains (URBAN+asian+slums+..)
make new civilian units and assing them to the new terrain
make new trajectory that lands on city zones

result: new "terror mission" with variable/controllable ufo sizes and city design and townsfolk-style


Title: Re: UFO LANDS @ SEA?
Post by: Hobbes on September 11, 2014, 11:31:18 pm
here my short explanation whats i think is wrong with some of the trajectories
first go here https://falkooxc.pythonanywhere.com/static/worldedit.html -> select edit missionzones
there you can switch between the zones to see what zone is placed where

lets take a look here:
  - id: R0
    groundTimer: 2000
    waypoints:
      - [5, 4, 80]
      - [5, 0, 100]
the ufo starts at zone5 (and flies to another zone5)
BUT zone 5 is normaly not used for landings but as a flyaway/appear zone so it is mostly outside of the target region

save landing zones would be 1,2,4 (3 = cities positions +hawaii)
zone 0 is also possible as landing zone (and used in vanilla as such) but theis region go out in the water
i assume oxc checks the landing point region for land but in case 5 some regions just dont have that under it so it places it in the water

This makes sense to me and assuming it is correct then the issue can be easily fixed by changing the mission zones landing spot from 5 to 0 (assuming 0 is the starting numeber). At the same time I basically used robin's MiB code for the trajectories and I think his mod must have the same issue, unless he has already fixed this on his latest version.

My main curiosity here right now how do these zones correspond to the ones in the original game:
(https://www.ufopaedia.org/images/thumb/b/bd/WorldMap_RegionalZones_Ufo.png/800px-WorldMap_RegionalZones_Ufo.png)
(https://www.ufopaedia.org/images/thumb/c/ca/WorldMap_CountryZones_Ufo.png/800px-WorldMap_CountryZones_Ufo.png)

Also, how does the engine determines the location of the mission zone if the region does not have that zone assigned. And
The most logical would be for the default to chose zone 0, but what the OP pic shows is that another region appears to have been chosen (btw where is that location?).
Title: Re: UFO LANDS @ SEA?
Post by: Falko on September 11, 2014, 11:59:28 pm
the images show region and country boxes
if a action happens over region/country it adds to xcom/ufo points
cities are assigned to regions so i assume a terrorattack count toward the assigned region not the region below (the cities jakart,ankara,teheran, caracas are technical on a region block that do not correspond with the assigned region for the city)
region/countries have an order
if a ufo flies over northamerica it checks its ground and goes through the country list and stops at the first hit to assign points
if canada would be first in the list half of the yellow-usa blocks would be under the big canada block
luckily usa is first in the list

region/counry have no direct influence over missionzones
of course they are placed so a flightpattern crosses over the relevant region often to make a lot of points for the alien
the missionzones  also controls how often you can attack landed ufos in mountain terrain (not very often = unlikely odds)

how the engine works to my understanding:

here is what the missionzones for a region look like
https://openxcom.org/forum/index.php?topic=2697.msg32032#msg32032


my guess is that in the pic of OP the ufo uses some trajectory with zone 5 for landing only there are multiple zone5 entries that do not have any land under it so if you define a mission in europe that lands in zone5 it can appear as a "water ufo" in the pacific
all other zones have at least some land coverage
with the exception of one zone0 entry in STR_PACIFIC so a modder should avoid allowing missions in region pacific with a trajectory that lands in zone0

Title: Re: UFO LANDS @ SEA?
Post by: Hobbes on September 26, 2014, 03:47:16 am
here my short explanation whats i think is wrong with some of the trajectories
first go here https://falkooxc.pythonanywhere.com/static/worldedit.html -> select edit missionzones
there you can switch between the zones to see what zone is placed where

Now that this page is working everything has gotten a lot clearer about the MissionZones. It would be very nice to have static maps showing all the different missionzones.
Title: Re: UFO LANDS @ SEA?
Post by: Falko on September 26, 2014, 04:38:03 am
how is that helpful ?
https://imgur.com/4jnpbb8
Title: Re: UFO LANDS @ SEA?
Post by: Hobbes on September 26, 2014, 04:52:51 am
how is that helpful ?
https://imgur.com/4jnpbb8

Too much overlapping of zones. It might not be required to have a pic for each missionzone but as it is it would be very tiring trying to figure out which box/color belongs to which zone.

Keep in mind also that color blind people can have issues distinguishing the different colors.
Title: Re: UFO LANDS @ SEA?
Post by: Falko on September 26, 2014, 04:59:42 am
yeah i know that this is not helpful
sorry that didnt got across
Title: Re: UFO LANDS @ SEA?
Post by: Hobbes on September 26, 2014, 05:00:32 am
yeah i know that this is not helpful
sorry that didnt got across

It's a good start - now it only needs improvements :)
Title: Re: UFO LANDS @ SEA?
Post by: Warboy1982 on September 26, 2014, 07:06:31 pm
debug mode makes these zones visible on the geoscape, sorted by colour.
Title: Re: UFO LANDS @ SEA?
Post by: NoelBuddy on September 26, 2014, 09:23:12 pm
mod idea:
add new small globe-polygons blocks below the cities
change these polygons to new texture id (>12)
make some new terrains (URBAN+asian+slums+..)
make new civilian units and assing them to the new terrain
make new trajectory that lands on city zones

result: new "terror mission" with variable/controllable ufo sizes and city design and townsfolk-style

Seconded on this proposal.

Given the recently posted globe editing possibilities this should be possible shouldn't it?  It would be like a regular mission tho, with the "terror site" being an extended landing and wouldn't replace the months default terror mission, and would have a landed craft.

 
Title: Re: UFO LANDS @ SEA?
Post by: Falko on September 27, 2014, 01:40:16 am
It would be like a regular mission tho, with the "terror site" being an extended landing and wouldn't replace the months default terror mission, and would have a landed craft.
yes that right the terrain depends on the city choosen, the ufo is in the map (so you can have bigger and smaller "terror" attacks) but its as random as other mission types
Title: Re: UFO LANDS @ SEA?
Post by: Hobbes on September 27, 2014, 04:16:26 am
Seconded on this proposal.

Given the recently posted globe editing possibilities this should be possible shouldn't it?  It would be like a regular mission tho, with the "terror site" being an extended landing and wouldn't replace the months default terror mission, and would have a landed craft.

I'm still considering the best way to use the globe editor to better adjust some terrains, like Port in coastal areas or Urban around cities. It wouldn't necessarily add new missions but might be a nice addition. 
Title: Re: UFO LANDS @ SEA?
Post by: The Reaver of Darkness on October 24, 2014, 03:26:06 pm
I have been seeing UFOs landing at sea (rather, immediately off shore) quite a bit in Open X-Com unmodded client.
Title: Re: UFO LANDS @ SEA?
Post by: Hobbes on October 25, 2014, 08:00:58 am
I have been seeing UFOs landing at sea (rather, immediately off shore) quite a bit in Open X-Com unmodded client.

Can you take a pic and post it? If this is happening on unmodded vanilla it means that there is a bug on OXC.
Title: Re: UFO LANDS @ SEA?
Post by: NoelBuddy on October 26, 2014, 12:04:39 am
Just had the same thing.  ??? Admittedly I am directly working on modifying the trajectories :| , but I don't think I did anything that would cause this all my additions were based on other existing entries.  If I did, where did I go wrong, if not, here you go save with reproduced error and screen shot.
Title: Re: UFO LANDS @ SEA?
Post by: The Reaver of Darkness on October 31, 2014, 07:42:20 am
My guess is it's caused by land boundaries not quite matching up with the graphic, but I haven't seen it enough to verify.
Title: Re: UFO LANDS @ SEA?
Post by: NoelBuddy on October 31, 2014, 07:52:27 pm
My thoughts too. I don't recall seeing this in 1.0 and there was a recent overhaul of the mapping, so there may be some refinement needed to make the map the computer is working with match the image it's showing.  I don't usually let UFOs land except in the early game so it may be a issue that just went unnoticed.

The mod I'm working on involves at least one landing in most of the trajectories, so I'll probably be seeing it more now. I wanted to be sure it wasn't something I did before I went any further.  The ruleset I posted with the save fit's what I'm trying to do for now so if that's not the cause I'll keep track of when/where it happens.
Title: Re: UFO LANDS @ SEA?
Post by: Warboy1982 on October 31, 2014, 11:03:53 pm
there was a recent overhaul of the mapping.

i don't recall seeing this.
Title: Re: UFO LANDS @ SEA?
Post by: NoelBuddy on November 01, 2014, 05:36:49 pm
i don't recall seeing this.

Um, well then I'm not sure how to refer to the change, late September, that allowed for a new textured globe via the rulesets, but that's what I was referencing as a possible suspect. Prime suspect being my own meddling with trajectories, but I'm a my limit of understanding for those until further experimentation or someone points out where I may have screwed up.