OpenXcom Forum

OpenXcom => Suggestions => Topic started by: hellblade on May 25, 2015, 07:48:19 am

Title: Rotated UFOs/buildings + TFTD landscapes to increase replay-ability
Post by: hellblade on May 25, 2015, 07:48:19 am
Is there currently any plan to add rotated UFOs/buildings/areas .... so the game is less repetitive and more replay-able?

You already have the resources for each area/ufo.  But they always face one-way.  Turning them by 90o 180o 270o would quadruple you number of ufos/areas.  It would be a great addition to the game, if not as a mod.

Also is there a plan to include some TFTD landscape to battlescape missions?  Again the resources are already there to plunder.  Extra sets of landscapes would increase replay-ability.
Title: Re: Rotated UFOs/buildings + TFTD landscapes to increase replay-ability
Post by: TKO on May 25, 2015, 01:31:53 pm
As OpenXCom is trying to be a faithful reproduction of the vanilla game, rotated UFO layouts would probably be outside the scope of the core game design.  This should really be done as a mod, I think.  ..And, indeed, there is a nice mod "lukes extra ufos" (just google it, and check the top two hits), which provides a huge huge number of extra UFO layouts.  Completely different layouts too, not just rotations.

There are some nice terrain packs there too, if you're after a bit more variety there too. :)
Title: Re: Rotated UFOs/buildings + TFTD landscapes to increase replay-ability
Post by: Arthanor on May 25, 2015, 03:37:33 pm
Luke's Extra UFOs, and YetMoreUFOs already do that. Hobbes' Terrain Pack also comes with a lot more variations in buildings, including a whole bunch of stuff plundered from TftD. If you're looking for more variety, that's where you need to look.

A word of warning, though: I don't think either of the UFO mods are updated to the nightly. Hobbes' Terrain Pack should be, though (but not compatible with 1.0)
Title: Re: Rotated UFOs/buildings + TFTD landscapes to increase replay-ability
Post by: hellrazor on May 25, 2015, 07:10:12 pm
Luke's Extra UFOs, and YetMoreUFOs already do that. Hobbes' Terrain Pack also comes with a lot more variations in buildings, including a whole bunch of stuff plundered from TftD. If you're looking for more variety, that's where you need to look.

Dispitze of Hobbes Terrainpack, the other two Mods are basically unattended. I am currently making some more UFO map variations for my own mod which will then most likely go into the FMP also.

But what we really need is a general UFO Map Pack, which is going to be attended to by a few people and more content added.

I had to pull Maps from 3 Mods (Luke83 extra ufo's, YetMoreUfo's Package and SolarsNewUfo's) to get them all together....

A word of warning, though: I don't think either of the UFO mods are updated to the nightly. Hobbes' Terrain Pack should be, though (but not compatible with 1.0)

Well basically they should work even with 1.0, since changes were only towards the mapscripts and such..
Title: Re: Rotated UFOs/buildings + TFTD landscapes to increase replay-ability
Post by: TKO on May 25, 2015, 10:56:54 pm
Also, I do like the idea of the rotated UFO layouts, but the outside door has to be facing south-east or south-west. So rotation will just double the number of UFO layouts, not quadruple, unfortunately.
Title: Re: Rotated UFOs/buildings + TFTD landscapes to increase replay-ability
Post by: 7Saturn on May 25, 2015, 10:57:43 pm
Is there a technical reason for that? Or just a question of good looks?
Title: Re: Rotated UFOs/buildings + TFTD landscapes to increase replay-ability
Post by: hellrazor on May 25, 2015, 11:00:47 pm
Is there a technical reason for that? Or just a question of good looks?

The original MCD tilesets only contain those view angles. (South-West and South-East)
But i guess it would be possible to also make North East and North West, but that would be a lot of work, since you already would need a lot of other turned MCD sets...
Title: Re: Rotated UFOs/buildings + TFTD landscapes to increase replay-ability
Post by: TKO on May 25, 2015, 11:05:06 pm
In the original (DOS/Amiga) game, you couldn't get as close to the back outside-UFO walls. (There was always a one-tile gap.) OpenXCom solved this, so is probably more capable of doing north-east and north-west outside doors.

But I'm guessing the original authors decided it wasn't worth solving, or preferred the outside doors to be more visible .. or maybe they just ran out of time. :)
Title: Re: Rotated UFOs/buildings + TFTD landscapes to increase replay-ability
Post by: hellrazor on May 25, 2015, 11:09:54 pm
Also, I do like the idea of the rotated UFO layouts, but the outside door has to be facing south-east or south-west. So rotation will just double the number of UFO layouts, not quadruple, unfortunately.

If you would stick to the vanilla maps only then yes,
but i have currently 4 different Medium Scout Version, including the vanilla one and the appropriate turned ones so 8 maps for Medium Scout.
You also have a Fighter which i consider a Small Scout Class ship, which has 4 maps.

Large Scout are even more, since i have all over 25 maps including the vanilla one.
Then there is the Excavator Craft which is basically also a Large Scout class alien Ship which so far has only 4 Maps.

We also do have 24 working Harvester Maps, including the Vanilla one.

Abductors variants only 10, including the vanilla version.

Supply Ships only exist 4 variants, including the Vanilla.

Does this satisfy you?
Title: Re: Rotated UFOs/buildings + TFTD landscapes to increase replay-ability
Post by: TKO on May 26, 2015, 01:18:57 am
What's the name of the mod you're working on hellrazor?  Sounds like a good number of UFO variants really. :)

Once you've been through the standard UFO layouts a few hundred times, storming the UFO ceases to have many surprises.  Heck, if there was a hole in the roof, I got into the habit of just throwing in a high-explosive, to get it over with quickly.  It would have been cool if the original authors had algorithmically generated a random UFO layout each mission.  That would have added some more tension to the in-UFO portion of the battlescape sequences.

Hmmmm... Algorithmically generated UFO layouts.  That would be an interesting mod to attempt.
Title: Re: Rotated UFOs/buildings + TFTD landscapes to increase replay-ability
Post by: hellrazor on May 26, 2015, 01:41:29 am
What's the name of the mod you're working on hellrazor?  Sounds like a good number of UFO variants really. :)

My current project is the "Hardmode Expansion" mod. But anyway those maps are around in different mods, it is just a matter of pulling them together.

Once you've been through the standard UFO layouts a few hundred times, storming the UFO ceases to have many surprises.  Heck, if there was a hole in the roof, I got into the habit of just throwing in a high-explosive, to get it over with quickly.  It would have been cool if the original authors had algorithmically generated a random UFO layout each mission.  That would have added some more tension to the in-UFO portion of the battlescape sequences.

Hmmmm... Algorithmically generated UFO layouts.  That would be an interesting mod to attempt.
Well i guess that is not really possible, altthou XcomUtil had a feature which completly randomized UFO interiors, maybe we can somehow replicate this in some way (but i doubt it).

By the way the Terrain Pack Mod from Hobbes covers a great deal of new buildings, turned vanilla buildings and such.
Title: Re: Rotated UFOs/buildings + TFTD landscapes to increase replay-ability
Post by: Hobbes on May 26, 2015, 03:05:20 am
Is there currently any plan to add rotated UFOs/buildings/areas .... so the game is less repetitive and more replay-able?

You already have the resources for each area/ufo.  But they always face one-way.  Turning them by 90o 180o 270o would quadruple you number of ufos/areas.  It would be a great addition to the game, if not as a mod.

Also is there a plan to include some TFTD landscape to battlescape missions?  Again the resources are already there to plunder.  Extra sets of landscapes would increase replay-ability.

Port, Mu and Atlantis are already present in the Terrain Pack, the first as a Port Attack mission and the other two as Jungle Temple (Mu) and Desert Temple (Atlantis). You can see pics of those 2 below:
 (https://www.openxcom.com/content/modimages/thumb_RXQUVPCB120320140320.png)
(https://www.openxcom.com/content/modimages/thumb_OCTWNSQU091420140311.png)

Future plans for the Terrain Pack include adapting Island, Sunken Plane, Cargo Ship and Liner Ship.

As for rotated buildings, one of the additional Terror Site terrains on the pack consists of the original buildings facing all possible 4 directions.
Title: Re: Rotated UFOs/buildings + TFTD landscapes to increase replay-ability
Post by: hellrazor on May 26, 2015, 04:12:19 am
Actually, i was just discussing this on the IRC shortly. Maybe it is no a bad idea to pull together all the vanilla variant maps which already exists, andin the process including SolarNewUfo in it.

So we have a complete, bugfree and working set of extra UFO Maps.
Title: Re: Rotated UFOs/buildings + TFTD landscapes to increase replay-ability
Post by: Arthanor on May 26, 2015, 04:21:15 am
Pulling together all the UFO variants that existed in mods was gzegorj's project with YetMoreUFOs. Unfortunately, he seems to be on a break now :/

He did a great job of bringing UFOs from Luke's Extra UFOs, Solarius' new UFOs (types) and some other resources I don't know of together, and patching them as he was going through them. It's really a shame he never managed to get through it all, as his mod was a great addition to any campaign that depends on vanilla UFO type.

You could have any other mod activated, as long as what it referenced were UFO the basic UFO types (small/medium/large scouts, terror ships, etc.) without adding to it, enabling YetMoreUFOs as a companion allowed to get all the variety. Too bad he's gone, really.. If someone wants to pick up that project, it would be great for the community. I can't, mapview refuses to run properly on my linux computer (or at least I am not proficient enough to convince it to)..
Title: Re: Rotated UFOs/buildings + TFTD landscapes to increase replay-ability
Post by: hellrazor on May 26, 2015, 04:35:56 am
Pulling together all the UFO variants that existed in mods was gzegorj's project with YetMoreUFOs. Unfortunately, he seems to be on a break now :/

He did a great job of bringing UFOs from Luke's Extra UFOs, Solarius' new UFOs (types) and some other resources I don't know of together, and patching them as he was going through them. It's really a shame he never managed to get through it all, as his mod was a great addition to any campaign that depends on vanilla UFO type.

You could have any other mod activated, as long as what it referenced were UFO the basic UFO types (small/medium/large scouts, terror ships, etc.) without adding to it, enabling YetMoreUFOs as a companion allowed to get all the variety. Too bad he's gone, really.. If someone wants to pick up that project, it would be great for the community. I can't, mapview refuses to run properly on my linux computer (or at least I am not proficient enough to convince it to)..

Well i have pulled all the Vanilla variants from Luke83's extra UFO's and YetMoreUFO's into my mod, fixing some minor issues on the way.
So maybe i can just spit out those in a collection crediting everyone else and be done with it?
And adding SolarsNewUFOs also :>
Title: Re: Rotated UFOs/buildings + TFTD landscapes to increase replay-ability
Post by: Arthanor on May 26, 2015, 05:11:30 am
Well i have pulled all the Vanilla variants from Luke83's extra UFO's and YetMoreUFO's into my mod, fixing some minor issues on the way.
So maybe i can just spit out those in a collection crediting everyone else and be done with it?
And adding SolarsNewUFOs also :>

For sure! A mod that would have all the alternate maps defined to just add them to the different types would be a great way of sharing back the resources without them being attached to some total conversions or something.
Title: Re: Rotated UFOs/buildings + TFTD landscapes to increase replay-ability
Post by: hellblade on May 26, 2015, 08:41:00 am
As OpenXCom is trying to be a faithful reproduction of the vanilla game, rotated UFO layouts would probably be outside the scope of the core game design.  This should really be done as a mod, I think.  ..And, indeed, there is a nice mod "lukes extra ufos" (just google it, and check the top two hits), which provides a huge huge number of extra UFO layouts.  Completely different layouts too, not just rotations.

There are some nice terrain packs there too, if you're after a bit more variety there too. :)

Thanks so much for all the info, from both you and the rest of the community.

No, I still want the vanilla game just want to see the UFOs rotated to give it a fresher look.  Don't really want brand new ufo layouts ... yet.
Title: Re: Rotated UFOs/buildings + TFTD landscapes to increase replay-ability
Post by: hellblade on May 26, 2015, 08:48:14 am
Also, I do like the idea of the rotated UFO layouts, but the outside door has to be facing south-east or south-west. So rotation will just double the number of UFO layouts, not quadruple, unfortunately.

Exactly my point.  I think the others are mistaken thinking I want more variants of UFOs.  I just want the ufo facing another way with the original layout kept faithfully.  And I don't think there is a mod yet that does it.
Title: Re: Rotated UFOs/buildings + TFTD landscapes to increase replay-ability
Post by: Solarius Scorch on May 26, 2015, 10:28:34 am
It's not like making back wall doors is technically impossible, it only requires some work on the MCDs. I don't know if it's worth the trouble, but it's certainly possible.

And regarding procedurally generated UFOs: this has already happened. Xcomutil did this. It worked as intended.
Title: Re: Rotated UFOs/buildings + TFTD landscapes to increase replay-ability
Post by: hellrazor on May 27, 2015, 12:24:56 pm
Exactly my point.  I think the others are mistaken thinking I want more variants of UFOs.  I just want the ufo facing another way with the original layout kept faithfully.  And I don't think there is a mod yet that does it.

Dear hellblade,
if you like i can put together the turned version of all the vanilla craft which are there, which would basically double the maps you will encounter.
The following maps do exist as turned Versions:
Medium Scout
Large Scout
Terrorship
Abductor
Harvester
Supply Ship

I could provide you with these, also add in a rulesetfile if you like and put these here in this thread for your enjoyment.

The thing is you would miss out a lot of the new interior designs, which so many people took the time to make and believe me they are really good.

So let me know if you wanna have the turned vanilla maps or not.
Title: Re: Rotated UFOs/buildings + TFTD landscapes to increase replay-ability
Post by: hellrazor on May 27, 2015, 12:31:02 pm
It's not like making back wall doors is technically impossible, it only requires some work on the MCDs. I don't know if it's worth the trouble, but it's certainly possible.

It's not only the doors, there are several wall tiles and other stuff which would need a north turned version also, like UFO Navigation tiles etc...
The main poitn thou is that those would barely be visible since the view angle from the player wouldn't really change.

And regarding procedurally generated UFOs: this has already happened. Xcomutil did this. It worked as intended.
Yes i XcomUtil did this, but to implement this in OpenXcom would require changeing the Source Code itself.
Maybe someone can digg out the XcomUtil Source Code and we then can try to reproduce this behaviour as a advanced Option.
One other question is, if it could be made so that you have a pool of maps (Maps of current mod+vanilla+10 spaces) the game then selects out of this pool, so can have the vanilla maps, the turned version or new interior ones or a randomly generated one.
Title: Re: Rotated UFOs/buildings + TFTD landscapes to increase replay-ability
Post by: kikimoristan on August 18, 2015, 01:18:37 am
im late to the party but this sounds promising