OpenXcom Forum

OpenXcom => Suggestions => Topic started by: Mr. Quiet on April 08, 2014, 05:48:10 pm

Title: Completed map tilesets need implementation in OXC!
Post by: Mr. Quiet on April 08, 2014, 05:48:10 pm
Would someone be able to take completed tilesets and convert them for today's OpenXcom? Luke's Terror-Site replacement, all of Hobbes tilesets, and any others out in the community that are left 4 dead need to live in our OXCs!

This is how we could do it:

Luke's Terror Site replacement
Latest download (https://openxcommods.weebly.com/downloads12.html)
Original forum thread (https://openxcom.org/forum/index.php?topic=389.0)


Hobbes Dawn City Terror-Site and Port Terrain
Latest download (https://openxcommods.weebly.com/downloads4.html)
Original forum thread (https://www.xcomufo.com/forums/index.php?showtopic=242035189)
Hobbes Modding home (https://area51.xcomufo.com/)


(https://files.abovetopsecret.com/files/img/xs50dbce61.jpg)
Title: Re: Completed map tilesets need implementation in OXC!
Post by: Hythlodaeus on April 08, 2014, 09:47:52 pm
You don't mean including said map expansions in the main OXC package do you?
Title: Re: Completed map tilesets need implementation in OXC!
Post by: luke83 on April 09, 2014, 12:40:54 am
what do you mean they are left for dead, is the OLD format no longer supported?
Title: Re: Completed map tilesets need implementation in OXC!
Post by: Mr. Quiet on April 09, 2014, 01:14:27 am
Hey Hythlodaeus, I mean as a mod since they're not official Gollop maps.

Luke, I meant left for dead, because I thought you weren't going to come back to finish the job. It's good to see you again! Now I would mean it for the Hobbes sets since those were made for the original X-COM and I'm thinking we'll probably never see them in OXC if people forget. We had a thread talking about the Hobbes maps, but nobody climbed on to say they'll do the job.

I really want more tilesets ;_; and I hope Dioxine has plans to make tilesets for Piratez.
Title: Re: Completed map tilesets need implementation in OXC!
Post by: luke83 on April 09, 2014, 04:06:25 am
Well i am not really back, more likely, just visiting, i am only away as life is too busy...Yes, i want more maps too, especially since my Children now play x-com ( sure there 6 and 3 so they don't play well)..I dont have a problem with doing the maps, i rather enjoy it, it those pesky rulesets that i couldn't get working that caused me dramas...
That being said, If i had a working ruleset for my Urban map, it would only be a hours work to rename Hobbes files and get them working also as a seperate ruleset...
Title: Re: Completed map tilesets need implementation in OXC!
Post by: Solarius Scorch on April 09, 2014, 04:50:02 am
This is how we could do it:
  • Edit the Geoscape terrain textures(replacing farmland for cities that exist in real world) so we can have Luke's Terror-Site mapblocks in crash-sites and landing-sites since Luke has 37 Mapblocks.
  • Hobbes Dawn City to be implemented in the actual Terror-Sites, since his tileset has some less mapblocks.
  • Hobbes Port Terrain tileset can also replace some geoscape terrain.

Makes sense. Although terror sites could use either map really, so preferably it would be randomly chosen between the standard terror tileset and Hobbes' Dawn City. Same for the port. Still, I would like the standard city map to sometimes appear for farmland, but no more than 20% chance for this.

It would be even better if we could have several types of cities, like in Xenonauts: European town, Russian town, Middle Eastern town etc. Someday maybe...
Title: Re: Completed map tilesets need implementation in OXC!
Post by: luke83 on April 09, 2014, 07:05:23 am
Random maps are ok, but Maps per country would be best
Title: Re: Completed map tilesets need implementation in OXC!
Post by: TurkishSwede on April 09, 2014, 09:39:55 pm
I would be happy to help out with this any way I can. I downloaded Hobbes stuff, all his maps use modified vanilla terrain files. I renamed all of them according to the map that uses them, rename the maps so they don't overwrite vanilla maps, and had the same problem. Given key not present in dictionary. Then I had a brilliant thought, where in the heck is this dictionary? Eureka! I added the renamed terrains to the Images.dat file and I can now open Luke's expanded terror sites, and both of Hobbes mapsets!!! I'm so all over this.
Title: Re: Completed map tilesets need implementation in OXC!
Post by: TurkishSwede on April 09, 2014, 11:46:35 pm
OK, I have a few very important questions.

1. Is it terribly important to the community for there to be a basement factor in these new terror maps? I kinda think terror maps are scary enough, but I can work with it.

2. Does OXC support maps with 8 levels, for there to be 3 possible sub-levels and a standard ceiling 4 levels higher than "ground floor" for vanilla arcing trajectory limitations?
Title: Re: Completed map tilesets need implementation in OXC!
Post by: SupSuper on April 09, 2014, 11:54:20 pm
OpenXcom supports maps of any height (I'm pretty sure it was specifically added for Luke's maps).
Title: Re: Completed map tilesets need implementation in OXC!
Post by: TurkishSwede on April 09, 2014, 11:57:11 pm
Well, that's cool. Thanks Sup!

Um, does OXC automatically set the correct ceiling height too?

...is ceiling height even still a factor?
Title: Re: Completed map tilesets need implementation in OXC!
Post by: SupSuper on April 10, 2014, 12:38:37 am
What do you mean "ceiling height"? If you're trying to throw things indoors, yes OpenXcom automatically accounts for the available height for the throwing arc and tries to do its best to fit it accordingly (more-so than the original anyways).
Title: Re: Completed map tilesets need implementation in OXC!
Post by: TurkishSwede on April 10, 2014, 01:17:07 am
Map ceiling height for throwing things outdoors, I remember something about having troubles throwing far outdoors with 70+ strength soldiers (or was that fixed a long time ago?), also flight max height.

Also, will it be possible to use these basement capable maps alongside maps without 3 levels of dirt under everything? Can the engine be told what level is ground level? Right now I imagine a building size dirt pile in the middle of the city..  :o
Title: Re: Completed map tilesets need implementation in OXC!
Post by: Mr. Quiet on April 10, 2014, 02:00:41 am
Map ceiling height for throwing things outdoors, I remember something about having troubles throwing far outdoors with 70+ strength soldiers (or was that fixed a long time ago?), also flight max height.

Also, will it be possible to use these basement capable maps alongside maps without 3 levels of dirt under everything? Can the engine be told what level is ground level? Right now I imagine a building size dirt pile in the middle of the city..  :o
Now I'm dreaming about a junkyard in the middle of the city ><
Title: Re: Completed map tilesets need implementation in OXC!
Post by: luke83 on April 10, 2014, 02:24:45 am
Yes the basement levels were desired for this mapset to make it something different, on the plus side, its pretty rare for the aliens to spawn down there, it was meant to showcase what we can and cant do and provide units another option to get around (lets face it, the current maps are pretty FLAT, i wanted this to stand out)...
Title: Re: Completed map tilesets need implementation in OXC!
Post by: Solarius Scorch on April 10, 2014, 04:37:02 am
I wonder if we can have a coordinated new tileset project. I would love to make some graphic content, like design new houses etc., but I'm not really willing to do it on my own.
Title: Re: Completed map tilesets need implementation in OXC!
Post by: Mr. Quiet on April 13, 2014, 11:11:33 pm
That would be really nice... I wish Sup would get the band together for this.

Hey Warboy, will it be hard to add Hobbes's Dawn City Terror-Site into the game? Luke said it'll take only an hour's worth of work to code it or something after someone converts them.
I have played his maps on the original X-COM. Very hard maps with a lot of alley ways and hidden higher ground areas within huge buildings for aliens to sniper you. Also liked in one occasion when Snakemen were all over the second floor of the long apartment complex. My guys were hiding behind cars on the parking lot until my other guys got inside from the right side entrance to gun them down. I wish aliens would sometimes seek higher ground for sniping positions.
Title: Re: Completed map tilesets need implementation in OXC!
Post by: Solarius Scorch on April 13, 2014, 11:52:42 pm
Yep, new map sets would be great, and I would love to see Dawn City too. However, I think we should start smaller, by adding new submaps to the original set which I would call "suburbia". What I mean is some elements that fit the theme and would make the maps more varied.

What we already have:
- A mall.
- Small houses.
- A big family house (the one with a wooden fence).
- A petrol station.
- A park.
- A warehouse.

Examples of what we could have:
- A post office.
- A police station.
- A parking.
- More stores.
- A medium-sized house.
- A garage.
- Street segments with cars: several passenger cars, a bus, maybe a van.
- Street segments with trash bins.
- A grove (imported from the farm set), adjacent to a house.
- A small cabbage/potato field, as above.
- A flower patch, also adjacent to a house.
- A pond, a bit like those in the Arctic set.
Title: Re: Completed map tilesets need implementation in OXC!
Post by: Warboy1982 on April 14, 2014, 10:35:20 am
- construction sites
- hospitals
- office buildings
- airports
- government buildings
- theme parks
Title: Re: Completed map tilesets need implementation in OXC!
Post by: yrizoud on April 14, 2014, 11:00:34 am
- A house in flames... I think fire is under-used.
Title: Re: Completed map tilesets need implementation in OXC!
Post by: Solarius Scorch on April 14, 2014, 02:30:39 pm
- construction sites
- hospitals
- office buildings
- airports
- government buildings
- theme parks

Sure, but that would be other tilesets - mostly "downtown". I was thinking on how to expand the existing tileset of cosy suburbs, filled with small houses, sounds of lawnmowers, laughing children, barking dogs, smiling mailmen, unholy screams, plasma fire and death.
Title: Re: Completed map tilesets need implementation in OXC!
Post by: Mr. Quiet on April 15, 2014, 12:32:04 am
I like this idea, but you'd want to make a lot of different houses so it doesn't get boring when you breach each home, door to door :) make sure some doors are locked, so you'll hear a door knob sound on the first click and on the second right-click will be kicking it open. Let some civis carry guns in America too.
In the suburbs, it's mostly cookie-cutter homes, but at least the inside can look different.
Title: Re: Completed map tilesets need implementation in OXC!
Post by: Solarius Scorch on April 15, 2014, 01:44:28 am
Having more than one model for houses would be unrealistic for some countries I know. :P
Title: Re: Completed map tilesets need implementation in OXC!
Post by: Mr. Quiet on April 15, 2014, 02:26:00 am
Yes, but I'm talking about having fun storming into houses looking for aliens. You're right if you want to make it more realistic, and for realism, any duplicate the houses should at least have different set-ups, like television placement will be different, dinner table, beds, etc. Especially if they'll have a pool in the back yard, or a huge dirt pile. You know what I mean. Also please make them big, I want some room to move around in these death traps.