OpenXcom Forum

Modding => Released Mods => Topic started by: civilian on April 25, 2014, 11:27:16 am

Title: [MAPS] (UPDATE v1.4) Hobbes Terrain Mods for OpenXCom
Post by: civilian on April 25, 2014, 11:27:16 am
Hi, i converted the nice terrain mods from Hobbes Xcom website so that they can be used in OpenXcom WITHOUT oerwriting/replacing default terrains. Here the website https://area51.xcomufo.com/

have fun!

update: removed Expanded Terror Terrain and disabled Port Terrain
Title: Re: (RELEASE) Hobbes Terrain Mods for OpenXCom
Post by: Tarvis on April 25, 2014, 02:21:18 pm
Does the Mad City also contain the unrotated versions as possible blocks? That would be pretty good for variety, I think
Title: Re: (RELEASE) Hobbes Terrain Mods for OpenXCom
Post by: Angelus_EV on April 25, 2014, 08:39:09 pm
i tested this! its awesome.
i have a question, its possible to this mod can be used whit expanded_terror_v2.2 at the same time?
i mean bout mods are enabled now and no crash detected but expanded_terror_v2.2 sites comes out every time...
Title: Re: (RELEASE) Hobbes Terrain Mods for OpenXCom
Post by: civilian on April 26, 2014, 11:26:31 am
Yes, Angelus_EV I updated the files, it includes all mods in one nice file and combines them with the expanded terror mod.
Title: Re: (RELEASE) Hobbes Terrain Mods for OpenXCom
Post by: civilian on April 26, 2014, 11:28:09 am
Does the Mad City also contain the unrotated versions as possible blocks? That would be pretty good for variety, I think
I honestly don't know.  :-[
Title: Re: (UPDATE v1.1) Hobbes Terrain Mods for OpenXCom
Post by: Angelus_EV on April 26, 2014, 06:25:19 pm
great work!
Title: Re: (UPDATE v1.1) Hobbes Terrain Mods for OpenXCom
Post by: Solarius Scorch on April 26, 2014, 08:17:22 pm
Can we update all of the new terror sites to the "Level 3 is ground level" standard, like in Luke's Expanded Terror?

I expect it to be trivial to do, once you know the tools (which I don't, and I have my hands full with other projects :P ).
I think it would be great to bring ALL the maps to this standard. Imagine the Arctic maps, where you fall to your death if the ice under you is destroyed... :P
Title: Re: (UPDATE v1.2) Hobbes Terrain Mods for OpenXCom
Post by: civilian on April 27, 2014, 01:12:11 pm
That sounds nice, but how to do that?  :o  :-\

Mapview works for me, but how to change the height settings of an existing map and all that is beyond me atm...
Title: Re: (UPDATE v1.2) Hobbes Terrain Mods for OpenXCom
Post by: Solarius Scorch on April 27, 2014, 01:46:17 pm
That sounds nice, but how to do that?  :o  :-\

Mapview works for me, but how to change the height settings of an existing map and all that is beyond me atm...

I don't really know (otherwise I'd do it myself), but I'm guessing you have to:
- add the tileset containing earth to the map,
- add 3 (I think) to the height of every single map block - I know there's an option for this,
- make sure the new height levels are below the old ones,
- add the earth blocks.
That's the theory. :P

EDIT:
Terror missions in Quick Battle crash my game. Always. The log says nothing.
I haven't tried the actual game yet.

EDIT: In the game, it crashes too. I have no lead on what's going on.
Title: Re: (UPDATE v1.2) Hobbes Terrain Mods for OpenXCom
Post by: Warboy1982 on April 28, 2014, 03:55:33 am
file->resize map

but i don't think this is necessary, it just causes unnecessary fps loss, and doesn't really add anything to the game. luke did it that way because he built basements, but he didn't really go deeper than one level (as far as i know)
Title: Re: (UPDATE v1.2) Hobbes Terrain Mods for OpenXCom
Post by: civilian on April 28, 2014, 10:55:50 am
Thanks for the info, warboy1982.

Solarius Scorch, now with the latest build the terror missions crash again for me, too. I really wish there was a final and dependable fix for all this.  :-\

So for the moment the only way to avoid the crashes is to comment out the Expanded Terror Mod's  terrain in the rul file.
Title: Re: (UPDATE v1.2) Hobbes Terrain Mods for OpenXCom
Post by: Solarius Scorch on April 28, 2014, 11:53:01 am
:(

When I have time in the evening, I'll try the old version - the one with five different rulesets.

Or perhaps some good deity dissects and fixes the mod. :P I'll give it a try, but don't really know where to start. (All the files seem to be present.)
Title: Re: (UPDATE v1.3) Hobbes Terrain Mods for OpenXCom
Post by: civilian on April 29, 2014, 11:15:32 am
The ruleset is not the problem, the map height is.  :)

I updated the mod by deleting the Expanded Terror map. sry.
Title: Re: (UPDATE v1.3) Hobbes Terrain Mods for OpenXCom
Post by: Solarius Scorch on April 29, 2014, 03:45:39 pm
The ruleset is not the problem, the map height is.  :)

I updated the mod by deleting the Expanded Terror map. sry.

I understand we can have this mod AND the expanded terror at the same time as separate mods, right?
Title: Re: (UPDATE v1.4) Hobbes Terrain Mods for OpenXCom
Post by: civilian on April 30, 2014, 12:27:26 pm
Yes. But I had to disable the Port Terrain now, too as it causes CTD's when a unit dies on certain tiles.
Title: Re: (UPDATE v1.4) Hobbes Terrain Mods for OpenXCom
Post by: civilian on May 01, 2014, 12:17:13 pm
Oh and I found another CTD causing bug: If you step on the roof of a certain buidling in the Dawn City terrain the game shuts down, most likely a mcd/sound problem.  :-[

I will no longer update the mod, instead I will make my own addon terrain based on the default (and working) city terrain, with custom tileset and custom mapblocks.  :)

CU in a new thread soon.
Title: Re: (UPDATE v1.4) Hobbes Terrain Mods for OpenXCom
Post by: Solarius Scorch on May 01, 2014, 05:59:24 pm
Oh and I found another CTD causing bug: If you step on the roof of a certain buidling in the Dawn City terrain the game shuts down, most likely a mcd/sound problem.  :-[

I will no longer update the mod, instead I will make my own addon terrain based on the default (and working) city terrain, with custom tileset and custom mapblocks.  :)

CU in a new thread soon.

What about the new terrain maps? Isn't there anyone who can just fix them, instead of scrapping them all? It would be a shame.

As for your future project, this will be something like the Expanded Terror, right? Is so, why not merge these projects?
Title: Re: (UPDATE v1.4) Hobbes Terrain Mods for OpenXCom
Post by: robin on May 01, 2014, 07:38:48 pm
Are the Area51 tilesets ok? I just finished 2 big maps using them and if I have to scrap everything I'm going to kill myself.
Title: Re: (UPDATE v1.4) Hobbes Terrain Mods for OpenXCom
Post by: civilian on May 02, 2014, 11:30:26 am
So far no problems on them.  :)
Title: Re: [MAPS] (UPDATE v1.4) Hobbes Terrain Mods for OpenXCom
Post by: davide on May 20, 2014, 02:48:47 am
someone has try debug the game to fix the crash ? ???

sometimes a try-catch(...) could resolve the problem 8)
Title: Re: [MAPS] (UPDATE v1.4) Hobbes Terrain Mods for OpenXCom
Post by: civilian on May 20, 2014, 11:43:24 am
someone has try debug the game to fix the crash ? ???

sometimes a try-catch(...) could resolve the problem 8)

The problem is the awkward map height settings used in the "Expanded Terror" maps. That and the MCD bugs of the Hobbes maps. So far the only solution is NOT to use the maps. Which I do and recommend.  :-[
Title: Re: [MAPS] (UPDATE v1.4) Hobbes Terrain Mods for OpenXCom
Post by: davide on May 21, 2014, 06:50:13 pm
The problem is the awkward map height settings used in the "Expanded Terror" maps. That and the MCD bugs of the Hobbes maps. So far the only solution is NOT to use the maps. Which I do and recommend.  :-[

Expanded Terror maps are incompatible for the different height settings, and that it is a maps structure problems

instead 

Hobbes maps could be usable but them have some bugs. If the MCD bugs is a sound problem it is possible that exist a
possible fix in the source code to avoid it: sound is missing -> no sound instead of crash.

Do you have a savegame to reproduce the bugs on debug build (I have it) ?


Do I understand ?
Title: Re: [MAPS] (UPDATE v1.4) Hobbes Terrain Mods for OpenXCom
Post by: civilian on May 30, 2014, 12:43:18 pm
Sorry for the late reply. The problem with the PORT Terrain are the black/empty tiles that some mapblocks have, Units behave oddlyon them and the game crashes if you kill a unit on them.

The problem with the Dawn City terrain is that if you step on the roofs of the smaller row houses the game grashes. maybe because of a missing sound entry in the MCDs?

Can't be online too often atm, but I will be fully back in some weeks.
Title: Re: [MAPS] (UPDATE v1.4) Hobbes Terrain Mods for OpenXCom
Post by: davide on May 30, 2014, 06:20:18 pm
Take your time and thank you for your kidness  :D

I have a very few free time to dedicate to game development too

but ... I love UFO: it is mine first computer game that I played. :'(

There is a solution for the problem with the PORT Terrain with the black/empty tiles ?
What tool could we use to fill the empty tiles ?

MapView ?

Today I undertood that we can insert new terrain description into file
....\OpenXCOM.Tools\MapView\bin\Debug\settings\mapEdit.DAT

I added to Tileset:UFO - Terrain a TFTD mission and MapView shows these maps , with the wrong palette, I Known, sigh.

Code: [Select]
${deps}:SEA ISLAND1 ISLAND2 ISLAND3
files:Island Terror Site
ISLAND12:${deps}
ISLAND13:${deps}
ISLAND10:${deps}
ISLAND11:${deps}
ISLAND14:${deps}
ISLAND07:${deps}
ISLAND06:${deps}
ISLAND05:${deps}
ISLAND04:${deps}
ISLAND03:${deps}
ISLAND02:${deps}
ISLAND01:${deps}
ISLAND00:${deps}
ISLAND09:${deps}
ISLAND08:${deps}
end

after that I add FORSTHUT, and MapView shows it very well.

Code: [Select]
       files:Forest
${dep}:FOREST BARN URBAN FRNITURE
FOREST00:${dep}
FOREST01:${dep}
FOREST02:${dep}
FOREST03:${dep}
FOREST04:${dep}
FOREST05:${dep}
FOREST06:${dep}
FOREST07:${dep}
FOREST08:${dep}
FOREST09:${dep}
FOREST10:${dep}
FOREST11:${dep}
FORSTHUT:${dep}
end

What do you think about convert some TFTD file .PCK by a new version of  PCKView with some new function
that search in the UFO palette the color "nearest" than in  TFTD surface palette?

When a color was found, the function automatically swap palette index of all occurence in all tiles of PCK.
I suppose that 60% of color could be resolved.
But some PCK do not contains all colors.

If the color was non found it could be selected  from ufo palette and after it could be changed automatically
I look Sea.pck, half of sea color is missing into UFO palette, but ufo palette has 48 value of blu that them could be use to create a new nice SEA.pck


See you when you will have time
bye



Title: Re: [MAPS] (UPDATE v1.4) Hobbes Terrain Mods for OpenXCom
Post by: davide on May 31, 2014, 01:27:48 pm
terror terrain named Portband looks like terror port terrain of TFTD ???

may I use UFO2000 maps with OXP ?

Title: Re: (UPDATE v1.4) Hobbes Terrain Mods for OpenXCom
Post by: davide on June 03, 2014, 11:44:58 am
Are the Area51 tilesets ok? I just finished 2 big maps using them and if I have to scrap everything I'm going to kill myself.

I am very interesting in your new maps :P
Title: Re: [MAPS] (UPDATE v1.4) Hobbes Terrain Mods for OpenXCom
Post by: Mr. Quiet on June 04, 2014, 06:51:56 pm
Great addition to OXC!! Took me awhile to learn the map, especially staying away from the factory buildings, because aliens always spawned on the second floor waiting to snipe you.
Title: Re: [MAPS] (UPDATE v1.4) Hobbes Terrain Mods for OpenXCom
Post by: Hobbes on June 16, 2014, 03:05:25 am
Hello everyone, I'm the Hobbes that designed these maps. :)

It was a real nice surprise to see Dawn City included on OpenXcom's video presentation since Luke83 asked me to include my mods on his site a while ago and I had completely forgotten about it until I saw the video. I never actually bothered to create rulesets or use  OpenXcom since my interest on the original X-Com has gone to a minimum since the remake came out.

It was even better coming to the forums and finding this post. Thanks a lot to civilian for converting the whole thing to OpenXcom. Seeing all those old terrains (in an easy way to use them other having to copy/paste the entire files!) was really nice :)

There were several questions asked about the terrains. I'll try my best to answer them.

Does the Mad City also contain the unrotated versions as possible blocks? That would be pretty good for variety, I think

No, the current file on my site does not have the unrotated versions due to copyright issues. I'd like to have both the unrotated versions and Mad City's versions so I'll look into this but from what I'm understanding from the ruleset files it should be easy.

may I use UFO2000 maps with OXP ?

Generally, no. UFO2000 did not require RMP maps for the AI to use and they also didn't had the limitations regarding the number of map blocks. I did convert a few (Dawn City, Native and Mad City) to be usable for the original game and those can be easily converted and used, and even expanded in some cases since the limit on map blocks seems to be gone on OXC so more maps can be added to both those terrains (but they still require the RMP files, which require some work).

Just the UFO2000 version of Dawn City had over 100 different map blocks, including a 9 level hotel, although many were simply repeats with a few features changed, so that the roads would fit (the UFO2000 version could have several roads being generated, including no exit roads). Adding a few of those to the current version of Dawn City is certainly possible.

As for the rest, I'd love to see Polis, Siberia and Mod Farm, but those will require quite some work since they were never converted to use for the original. The other maps might be possible (Railyard, Slums) but they mix UFO and TFTD terrains which can be a pain.

Are the Area51 tilesets ok? I just finished 2 big maps using them and if I have to scrap everything I'm going to kill myself.

Area51 was another huge project - around 90 maps on the UFO2000 version, had to be squashed to 18 for the original game. At one point it included an HWP factory building that was 40x40 but that I had to separate that into a different mod. I'd love to get back to it and fix its issues (graphics, etc.) but that is really in the back burner, plus any changes I made to the terrain files will be reflected on your maps, so I'll keep out of it. If you encounter any problems with the terrain files let me know.

The problem with the Dawn City terrain is that if you step in the roofs of the smaller row houses the game grashes. maybe because of a missing sound entry in the MCDs?

Just tried Dawn and I had 0 crashes while walking on the roofs. I checked the MCD files and that's not the problem. I don't know if Luke83 changed anything on the Dawn City MCDs while using them for his own terrain though.

With Port terrain it would help to know the exact tile that causes the crash.

I added to Tileset:UFO - Terrain a TFTD mission and MapView shows these maps , with the wrong palette, I Known, sigh.

What do you think about convert some TFTD file .PCK by a new version of  PCKView with some new function
that search in the UFO palette the color "nearest" than in  TFTD surface palette?

There's a converter that converts the palette on a TFTD terrain to UFO and vice-versa made by Bomb Bloke and available at StrategyCore, IIRC. I never tried it though since i used PCKView to redo the UFO PCK views and directly loading the TFTD separate BMP files into them while I was doing converting the Port terrain.

Great addition to OXC!! Took me awhile to learn the map, especially staying away from the factory buildings, because aliens always spawned on the second floor waiting to snipe you.

;)
Title: Re: [MAPS] (UPDATE v1.4) Hobbes Terrain Mods for OpenXCom
Post by: Hobbes on June 16, 2014, 06:44:54 pm
I've been going through my files to check how I left things when I stopped modding for XCOM a couple of years back. My latest project was to mod all of the existing terrains one way or the other, either by adding new terrains or adding map blocks to the terrains that contained UFOs. Unfortunately not much was done other than finishing the Dawn and the Port terrains to replace the Urban (Terror) maps, but with OXC now opens interesting possibilities since everything is automated.

Here's a rough idea of what I'm thinking atm:
* Urban - add Native, Mad City (complementing the original terror map blocks), Port, Polis and Dawn City. Dawn City can definitely be enlarged but not to the scale of UFO2000 since I don't want to make maps higher than 4 levels (experience tells me that battles simply get too big plus FPS skyrockets). Polis needs a bit of adaptation and work (there's no RMP files for the AI) but it has a lot of 4x4 map blocks that should make for some interesting fights. Native should be ready to go, although I'll probably set it only for Terror Sites on the Southern hemisphere. I'm still doing some changes to Mad City but they shouldn't take long and Port is also set to go. The City terrain will get dropped since I dislike its graphics and design. 
* XCom Base - here I already got one mod for the original terrain to prevent the common chokepoints. Another idea would be to set Area51 as an optional terrain: it has Hangars, Command Posts, Barracks, Radar Stations, etc. It will require work though since it has never been adapted to be a specific XCom Base terrain.
* Alien Base - a bit clueless here. Hive is too rough to be used, although it's the same setting.
* Farm - I have a Modified Farm terrain with extra map blocks that can be added, like Mad City.
* Polar/Mountain/Desert/Jungle/Forest - these should be the least changed since the UFOs & Skyranger don't leave much space left on the maps.
Title: Re: [MAPS] (UPDATE v1.4) Hobbes Terrain Mods for OpenXCom
Post by: davide on June 16, 2014, 08:04:42 pm
 :) Goods !!!  :P
Title: Re: [MAPS] (UPDATE v1.4) Hobbes Terrain Mods for OpenXCom
Post by: Hobbes on June 17, 2014, 05:28:03 am
Version 1.5 uploaded to this post.

Changes:
- Added Mad City terrain
- Removed Area51, Hive and City terrains until they are reworked

I kept Port disabled until I can figure out the issues, so currently the mod only has Dawn City and Mad City terrains. Took me a while to figure out the exact way to create the ruleset files but no more CTDs so I think I got it. I still want to try to add extra tiles to Mad City tomorrow or so when I get the time. Then I'll focus on seeing what can be expanded in Dawn and fixing Port before adding more terrains.
Title: Re: [MAPS] (UPDATE v1.4) Hobbes Terrain Mods for OpenXCom
Post by: mercy on June 17, 2014, 02:31:04 pm
Your work makes openXCOM with Warboy's new AI most enjoyable. New maps mean a completely fresh game experience. Thank You!
Title: Re: [MAPS] (UPDATE v1.4) Hobbes Terrain Mods for OpenXCom
Post by: Solarius Scorch on June 17, 2014, 03:59:34 pm
Hobbes, I'm thrilled to be on the same forum as the greatest member of the X-Com community! :) Your Unknown Menace remains one of my very favourite fanfics ever! (Especially considering most of my other favourite fanfics involve teenage girls doing cute or naughty things to each other. :P )

Hobbes, would it be possible to make a combined terrain mod with Luke's expanded terrain? I really like his works too, and wouldn't want to have to go with just one mod. (Because only one ruleset can be active at a time - the latest on in the config file.)

Of course I could make a combined version myself, but it's more complicated than adding a new gun and maintaining such a combination (to include updates etc.) is a nightmare. Besides, I'm sure most people wouldn't be able to do it by themselves.
Title: Re: [MAPS] (UPDATE v1.4) Hobbes Terrain Mods for OpenXCom
Post by: Hobbes on June 17, 2014, 06:48:29 pm
Hobbes, I'm thrilled to be on the same forum as the greatest member of the X-Com community! :) Your Unknown Menace remains one of my very favourite fanfics ever! (Especially considering most of my other favourite fanfics involve teenage girls doing cute or naughty things to each other. :P )

Sometimes I wonder how I was able to write something so big :)

Quote
Hobbes, would it be possible to make a combined terrain mod with Luke's expanded terrain? I really like his works too, and wouldn't want to have to go with just one mod. (Because only one ruleset can be active at a time - the latest on in the config file.)

Of course I could make a combined version myself, but it's more complicated than adding a new gun and maintaining such a combination (to include updates etc.) is a nightmare. Besides, I'm sure most people wouldn't be able to do it by themselves.

I haven't seen luke83's latest work (I send him a msg yesterday asking for something) since 2 years ago when he asked me to use the Dawn City tiles on his mods. Back then there was already an issue since I would update the tilesets and the changes would reflect on his maps, until I finished the updates. Now, since it is possible to use more tiles I'll definitely introduce a few more tiles, although I will do it through separate files rather than editing the existing files. In any case since there are so many terrains I really want have finished tilesets before moving to the next terrain, so that others can start using them.

The question of adding luke83's expanded terrain is something I don't have an answer yet, since I'm still considering the possibility of getting more collaborations for the terrains/craft that I never bothered with (UFOs, Desert/Forest/etc). The main issue to me is that I've learned a few basics about how to design maps for UFO through trial and error (room for the AI to move effectively, map sizes, etc.) to increase playability (IMHO) and I'd like to keep those basics on this map set.
Title: Re: [MAPS] (UPDATE v1.4) Hobbes Terrain Mods for OpenXCom
Post by: Solarius Scorch on June 17, 2014, 06:57:16 pm
I completely understand your position. therefore I think the best way would be to keep your works separate, and leave their integration to one person, whoever it may be. The point is to have it one comprehensive ruleset for everyone to use, featuring a collection of these mods.

I personally think the best person to take care of this would be Civilian, since he's already done something like this in the past, not to mention add some terrains of his own. But realistically, anyone can do that, myself included (though terrain is not really my area of expertise).
Title: Re: [MAPS] (UPDATE v1.4) Hobbes Terrain Mods for OpenXCom
Post by: davide on June 17, 2014, 07:42:23 pm
In my opinion we need an extension of ruleset syntax to allows mod integrations

When an ipotetical future mod add a new entity such as a new alienDeployments, it override all the other, it breaks all othe module that do the same. An example: ISLAND replace all the other terror terrains.

Code: [Select]
alienDeployments:
  - type: STR_TERROR_MISSION
    terrains:
       - ISLAND
      # - URBAN
      # - URBAN2
      # - NEW_URBAN
      # - PURBAN
      # - AREAURBAN
      # - CITYURBAN
      # - DAWNURBAN
      # - PORTBAN
terrains:
- name: ISLAND
mapDataSets:
      - BLANKS
      - ISLAND1
      - ISLAND2
      - ISLAND3

It will be usefull have a syntax to ADD a new element  in entity (terrains, maps, and so on)
An idea could be that char - override the current  list, + add a new element to the list

I so  :'( that it is a critical upgrade of grammar of the ruleset :-\

Code: [Select]
alienDeployments:
  - type: STR_TERROR_MISSION
    terrains:
       + ISLAND
terrains:
- name: ISLAND
Title: Re: [MAPS] (UPDATE v1.4) Hobbes Terrain Mods for OpenXCom
Post by: Hobbes on June 17, 2014, 11:57:04 pm
Meanwhile, I've done a ton of work today and finished adding more tiles to Mad City as well as starting work on the upgrade to Dawn City. I think I can tell now for sure that things are going to get big with Dawn City. I'm not going to promise anything at the moment since this will require a lot of work but I'll post a few of UFO2000's maps for you guys to get an idea of what I'm talking about :)
Title: Re: [MAPS] (UPDATE v1.4) Hobbes Terrain Mods for OpenXCom
Post by: Hythlodaeus on June 18, 2014, 12:22:08 am
I suppose that last building will not be compatible with OXC due to the height level limit, am I right?
Title: Re: [MAPS] (UPDATE v1.4) Hobbes Terrain Mods for OpenXCom
Post by: Hobbes on June 18, 2014, 12:31:24 am
I suppose that last building will not be compatible with OXC due to the height level limit, am I right?

What's the height level limit? Still 4 levels?
Title: Re: [MAPS] (UPDATE v1.4) Hobbes Terrain Mods for OpenXCom
Post by: Hythlodaeus on June 18, 2014, 12:34:00 am
As far as I know, yes.
Title: Re: [MAPS] (UPDATE v1.4) Hobbes Terrain Mods for OpenXCom
Post by: Solarius Scorch on June 18, 2014, 12:37:48 am
What's the height level limit? Still 4 levels?

No, it's not. Luke's terror maps are 10 levels high or so (including the 3 underground levels), and they work fine.
Title: Re: [MAPS] (UPDATE v1.4) Hobbes Terrain Mods for OpenXCom
Post by: the_third_curry on June 18, 2014, 12:47:19 am
I suppose that last building will not be compatible with OXC due to the height level limit, am I right?

According to Warboy in Luke's expanded terror topic (https://openxcom.org/forum/index.php?topic=389.105):

"maps MUST BE at least big enough to fit the ufo and the landing craft, and a multiple of 10."

As far as I'm aware, that's the only requirement for size. The problem Luke's maps had with height was that he assigned the first three levels to be underground, but forgot to adjust the deployment level for the Avenger and Lightning, resulting in the game trying to place a ship into 15 feet of dirt.
Title: Re: [MAPS] (UPDATE v1.4) Hobbes Terrain Mods for OpenXCom
Post by: Hobbes on June 18, 2014, 12:49:51 am
but forgot to adjust the deployment level for the Avenger and Lightning, resulting in the game trying to place a ship into 15 feet of dirt.

That's what I call a rough landing  ;D
Title: Re: [MAPS] (UPDATE v1.4) Hobbes Terrain Mods for OpenXCom
Post by: Aldorn on June 18, 2014, 03:39:27 am
Version 1.5 uploaded to this post.

Changes:
- Added Mad City terrain
- Removed Area51, Hive and City terrains until they are reworked

I kept Port disabled until I can figure out the issues, so currently the mod only has Dawn City and Mad City terrains. Took me a while to figure out the exact way to create the ruleset files but no more CTDs so I think I got it. I still want to try to add extra tiles to Mad City tomorrow or so when I get the time. Then I'll focus on seeing what can be expanded in Dawn and fixing Port before adding more terrains.
The port was a very nice idea, I hope to see it work in the future
Title: Re: [MAPS] (UPDATE v1.4) Hobbes Terrain Mods for OpenXCom
Post by: Hobbes on June 18, 2014, 06:24:34 am
The port was a very nice idea, I hope to see it work in the future

Why did you had to remember me that Port is my favorite terrain in UFO/TFTD? Why, why, why...

Version 1.6 has been released with the bugs fixed in Port ;)

While fixing Port I noticed that 2 UFO2000 terrains (Industrial & Railyard) can be added more or less easily since the TFTD tilesets they use have been already converted for UFO, although creating the RMP files for them will take some work. I think I'll focus on them since they'll also allow me to test maps different that the usual 10x10 and 20x20.
Title: Re: [MAPS] (UPDATE v1.4) Hobbes Terrain Mods for OpenXCom
Post by: Hobbes on June 18, 2014, 04:43:10 pm
Version 1.7 published, now including the Native terrain. Should only appear on Terror missions on the southern hemisphere.
Title: Re: [MAPS] (UPDATE v1.4) Hobbes Terrain Mods for OpenXCom
Post by: Aldorn on June 18, 2014, 05:02:23 pm
Version 1.7 published, now including the Native terrain. Should only appear on Terror missions on the southern hemisphere.
Nice, Dude, thanks for improvements ! (and for the port  :D)

EDIT : a question
You say it is not compliant with other mods
Do you see any risk for me to do so :

Code: [Select]
alienDeployments:
  - type: STR_TERROR_MISSION
    terrains:
      - MADURBAN
      - DAWNURBAN
      - PORTURBAN
      - NATIVEURBAN
      - URBAN
      - URBAN2

URBAN is vanilla, URBAN2 is Luke's mod (assuming that I already added related routes, terrains, ...)
Title: Re: [MAPS] (UPDATE v1.4) Hobbes Terrain Mods for OpenXCom
Post by: Hobbes on June 18, 2014, 06:44:17 pm
EDIT : a question
You say it is not compliant with other mods
Do you see any risk for me to do so :

Code: [Select]
alienDeployments:
  - type: STR_TERROR_MISSION
    terrains:
      - MADURBAN
      - DAWNURBAN
      - PORTURBAN
      - NATIVEURBAN
      - URBAN
      - URBAN2

URBAN is vanilla, URBAN2 is Luke's mod (assuming that I already added related routes, terrains, ...)

There shouldn't be a problem with URBAN since the game has already loaded the necessary map block info from the Xcom1 ruleset. However, you'll need to ensure that Luke's mod gets loaded before mine in order to be able to use the URBAN2 terrain.

Something completely different: just discovered how to enlarge the battlescape size of Terror Sites from 50x50 to 60x60! Oh my...
Title: Re: [MAPS] (UPDATE v1.4) Hobbes Terrain Mods for OpenXCom
Post by: Hobbes on June 18, 2014, 10:08:45 pm
Terrain Pack v1.8 published. Expect bugs, specially with the new Industrial terrain since it really needs testing.

Change Log v1.8:
- Added Industrial terrain (designed by Bagirov)
- Increased Battlescape size of Terror Sites from 50x50 to 60x60
- Increased number of aliens by roughly 33% to 50% due to the bigger map, and doubled the number of possible civilians to 24
- Changed the alien loadouts: alien Engineers & Leaders will now carry Blaster Launchers on the highest alien technology level, as well as Plasma Pistols for sidearms, on medium level they'll carry Heavy Plasmas and at the lowest level Plasma Rifles; Medics will also carry Plasma Pistols as sidearms when carrying Stun Launchers; deleted/replaced 2nd ammo clip with Alien Grenades;

You can get v1.8 at this link (https://www.openxcom.com/mod/terrain-pack)
Title: Re: [MAPS] (UPDATE v1.4) Hobbes Terrain Mods for OpenXCom
Post by: Solarius Scorch on June 18, 2014, 10:18:07 pm
Nice! Can't wait to test this!

Hobbes, would you mind putting a link to your mod at the mod portal in the original post?

EDIT: May I ask why exactly did you add alien deployments? How does it relate to terrain? Or is this unrelated and you simply wanted to make a better deployment?
Title: Re: [MAPS] (UPDATE v1.4) Hobbes Terrain Mods for OpenXCom
Post by: davide on June 18, 2014, 10:25:49 pm
I am enthusiast of these explosion of new mods of this type  ;D

Thank you very much!!!!
Title: Re: [MAPS] (UPDATE v1.4) Hobbes Terrain Mods for OpenXCom
Post by: Hobbes on June 18, 2014, 10:27:08 pm
Nice! Can't wait to test this!

Hobbes, would you mind putting a link to your mod at the mod portal in the original post?

EDIT: May I ask why exactly did you add alien deployments? How does it relate to terrain? Or is this unrelated and you simply wanted to make a better deployment?

I cannot edit the 1st post of this thread but I'll post the link on the post I announced V1.8

I changed the alien deployments because I always thought that if aliens wanted to terrorize the public they'd bring heavier weapons rather than stun launchers. I also prefer the challenge since UFO has gone easy for me a long time ago :)

Title: Re: [MAPS] (UPDATE v1.4) Hobbes Terrain Mods for OpenXCom
Post by: Solarius Scorch on June 18, 2014, 10:38:03 pm
I cannot edit the 1st post of this thread but I'll post the link on the post I announced V1.8

I changed the alien deployments because I always thought that if aliens wanted to terrorize the public they'd bring heavier weapons rather than stun launchers. I also prefer the challenge since UFO has gone easy for me a long time ago :)

Fair enough. :) However, sorry if this sounds egocentric, but this clashes with my Alien Armoury expanded mod which a lot of people use, and it does it in a way that isn't obvious. Perhaps it would be better to at least mention it in a readme?

And sorry about the OP suggestion, I forgot it's wasn't your thread at first. :)
Title: Re: [MAPS] (UPDATE v1.4) Hobbes Terrain Mods for OpenXCom
Post by: Hobbes on June 18, 2014, 10:49:42 pm
Fair enough. :) However, sorry if this sounds egocentric, but this clashes with my Alien Armoury expanded mod which a lot of people use, and it does it in a way that isn't obvious. Perhaps it would be better to at least mention it in a readme?

I did mention it on the readme :)

Ah I see. Well I can remove the changes to the aliens weapons loadouts since that isn't that important right now but I'd really like to keep the higher alien numbers because of the increased map size. Would that conflict with your mod?

EDIT: I just downloaded your mod and checked, it will conflict and I'll need to remove everything since itemSets is required for alien configurations on AlienDeployments.

OK, I'll remove this for now since I don't need so many aliens for testing the maps.
Title: Re: [MAPS] (UPDATE v1.4) Hobbes Terrain Mods for OpenXCom
Post by: Solarius Scorch on June 19, 2014, 12:11:03 am
Darn, I didn't know there was a readme. :) Indeed, there is on the mod portal; I only checked for a file.

Anyway, I do like the idea of more aliens, don't get me wrong. :) I might actually ruin people's day by bumping the numbers up myself... B)

Again, thanks for your priceless contribution! MOAR! :D
Title: Re: [MAPS] (UPDATE v1.4) Hobbes Terrain Mods for OpenXCom
Post by: the_third_curry on June 19, 2014, 12:42:43 am
I always thought that if aliens wanted to terrorize the public they'd bring heavier weapons rather than stun launchers.

Maybe the aliens figured they could work in a few abductions in while they were at it.
Title: Re: [MAPS] (UPDATE v1.4) Hobbes Terrain Mods for OpenXCom
Post by: Hadan on June 19, 2014, 06:37:39 pm
Hello!

Great work on the new designs  :)

Played some Terror-Missions on the new maps, seems to work fine so far.
One Problem: Please reduce the number of civilians, with over 20 of them running around and getting killed in the first 2 rounds (no chance of reaching them) it is nealrly impossible to get a rating above "poor".

best regards
Hadan
Title: Re: [MAPS] (UPDATE v1.4) Hobbes Terrain Mods for OpenXCom
Post by: Hobbes on June 19, 2014, 10:01:52 pm
Hello!

Great work on the new designs  :)

Played some Terror-Missions on the new maps, seems to work fine so far.
One Problem: Please reduce the number of civilians, with over 20 of them running around and getting killed in the first 2 rounds (no chance of reaching them) it is nealrly impossible to get a rating above "poor".

best regards
Hadan

Thanks. I've reduced the number of maximum possible civilians from 24 to 18 and uploaded the new version as 1.8.2. Please let me know if that's better.
Title: Re: [MAPS] (UPDATE v1.4) Hobbes Terrain Mods for OpenXCom
Post by: SupSuper on June 19, 2014, 10:52:47 pm
I suppose that last building will not be compatible with OXC due to the height level limit, am I right?
There's no limits unless proven otherwise. :P
Title: Re: [MAPS] (UPDATE v1.4) Hobbes Terrain Mods for OpenXCom
Post by: Hobbes on June 19, 2014, 11:32:07 pm
There's no limits unless proven otherwise. :P

Usually proven by the way of a CTD... I'm starting to get used to those :P
Title: Re: [MAPS] (UPDATE v1.4) Hobbes Terrain Mods for OpenXCom
Post by: Solarius Scorch on June 19, 2014, 11:51:13 pm
Usually proven by the way of a CTD... I'm starting to get used to those :P

Speaking of height levels. Hobbes, it may be cheeky from my part, but is it remotely possible that you could add 3 underground levels, like Luke did? I just think it's an excellent idea, allowing for all kinds of underground installations (generally cellars, but possibly also sewers and whatnot). Plus, I'd love it to become a new standard, even if it's not fully used at the moment.
Title: Re: [MAPS] (UPDATE v1.4) Hobbes Terrain Mods for OpenXCom
Post by: Hobbes on June 20, 2014, 12:29:26 am
Speaking of height levels. Hobbes, it may be cheeky from my part, but is it remotely possible that you could add 3 underground levels, like Luke did? I just think it's an excellent idea, allowing for all kinds of underground installations (generally cellars, but possibly also sewers and whatnot). Plus, I'd love it to become a new standard, even if it's not fully used at the moment.

Nope. I dislike the idea since it will simply prolong battles. :)
Title: Re: [MAPS] (UPDATE v1.4) Hobbes Terrain Mods for OpenXCom
Post by: Solarius Scorch on June 20, 2014, 03:15:45 am
Nope. I dislike the idea since it will simply prolong battles. :)

But it allows you to make craters! ;D

And I fully agree that this should be used very carefully. Still, Luke's cellars are small and I don't think they make battles any longer, while they add a lot of realism.

Nevertheless, it's hardly a major thing. :)
Title: Re: [MAPS] (UPDATE v1.4) Hobbes Terrain Mods for OpenXCom
Post by: Hobbes on June 20, 2014, 03:50:43 am
But it allows you to make craters! ;D

And I fully agree that this should be used very carefully. Still, Luke's cellars are small and I don't think they make battles any longer, while they add a lot of realism.

Nevertheless, it's hardly a major thing. :)

Apocalypse had cellars/sewers for most buildings and I can't say I miss them. They were mainly used by the aliens to run away from battles since I deliberately avoided fighting on them to avoid splitting up my squads. 
Title: Re: [MAPS] (UPDATE v1.4) Hobbes Terrain Mods for OpenXCom
Post by: the_third_curry on June 20, 2014, 05:40:43 am
I'm not sold on the idea of every map being elevated, but I think it could work interestingly in a special missions type, perhaps with aliens invading a facility that has underground parts or X-com occasionally discovering aliens in the process of building a base, so they have to take out the guards on the surface and then go down to fight in an unfinished base.
Title: Re: [MAPS] (UPDATE v1.4) Hobbes Terrain Mods for OpenXCom
Post by: Hobbes on June 20, 2014, 06:16:55 am
I'm not sold on the idea of every map being elevated, but I think it could work interestingly in a special missions type, perhaps with aliens invading a facility that has underground parts or X-com occasionally discovering aliens in the process of building a base, so they have to take out the guards on the surface and then go down to fight in an unfinished base.

The problem is that it is currently impossible to create such a special mission without having to heavily modify nearly all terrains, if you set that mission as an UFO assault. Alien Base missions are limited to 2 levels by default, plus a dirt level so that wouldn't work.
Title: Re: [MAPS] (UPDATE v1.4) Hobbes Terrain Mods for OpenXCom
Post by: the_third_curry on June 20, 2014, 07:42:03 am
I've played with the maps a bit and I've yet to encounter any major problem. Here are some things I did find though.

1) For some reason, I can't look through the windows of one specific building in the Port terrain.

2) My soldier can not move forward to the spot immediately in front of him, even though the object there (fuse box?) doesn't seem large enough to occupy the space.

3) This reaper seems to have spawned inside a building in a village with no way out. While potentially great for a cyberdisc, the reaper is faced with limited options.
Title: Re: [MAPS] (UPDATE v1.4) Hobbes Terrain Mods for OpenXCom
Post by: Hobbes on June 20, 2014, 03:25:28 pm
I've played with the maps a bit and I've yet to encounter any major problem. Here are some things I did find though.

1) For some reason, I can't look through the windows of one specific building in the Port terrain.

2) My soldier can not move forward to the spot immediately in front of him, even though the object there (fuse box?) doesn't seem large enough to occupy the space.

3) This reaper seems to have spawned inside a building in a village with no way out. While potentially great for a cyberdisc, the reaper is faced with limited options.

Thanks. I've fixed 1) and 2). On 3) I couldn't figure out which the exact map from the pic so I rechecked and fixed a few of those potential spawns of large terror units inside small rooms. Version 1.8.3 coming up with the fixes.

EDIT: I started a new thread for the Terrain Pack so that I can properly updated the OP with details/info. The new thread is this:  Terrain Pack (WIP)  (https://openxcom.org/forum/index.php?topic=2358.0)
Title: Re: [MAPS] (UPDATE v1.4) Hobbes Terrain Mods for OpenXCom
Post by: HotIceHilda on October 04, 2014, 09:56:26 pm
Since this mod makes sure Hobbes's Terror pack does not overwrite other files can I use this terror mod with lukes expanded terror mission?
Title: Re: [MAPS] (UPDATE v1.4) Hobbes Terrain Mods for OpenXCom
Post by: niculinux on August 26, 2015, 02:52:16 pm
Since this mod makes sure Hobbes's Terror pack does not overwrite other files can I use this terror mod with lukes expanded terror mission?

up, any answers? So i suppose this is the last version compatible with openxcom 1.0, right? And  ost of all, where i can download the 1.4 version? :, (

edit: last 1.0 compatible one appears to be 1.9.3, as i have reported here (https://openxcom.org/forum/index.php/topic,2309.msg50562.html#msg50562), but it along older versions are outdated and not avaiable anymore. The 1.5 version is avaiable attached the this post (https://openxcom.org/forum/index.php/topic,2047.msg22807.html#msg22807). The portal provides versions only from 3.4.1 and up, all nightlies only, see here (https://www.openxcom.com/mod/terrain-pack).

@Hobbes: currently mod portal displays only the ones compatible with nightlies, how about to put there a link of the last 1.0 compatible?  :'(
Title: Re: [MAPS] (UPDATE v1.4) Hobbes Terrain Mods for OpenXCom
Post by: Solarius Scorch on August 26, 2015, 03:49:57 pm
Hobbes, I got this error message for the FMP: https://openxcom.org/forum/index.php/topic,2027.msg50468.html#msg50468

I am fairly sure it's connected to the map (nodes, probably), as this terror uses the TFTD mapblocks. I wonder if there's a newer version for me to use, but I doubt that.
Title: Re: [MAPS] (UPDATE v1.4) Hobbes Terrain Mods for OpenXCom
Post by: hellrazor on August 26, 2015, 04:16:35 pm
up, any answers? So i suppose this is the last version compatible with openxcom 1.0, right? And  ost of all, where i can download the 1.4 version? :, (

edit: last 1.0 compatible one appears to be 1.9.3, as i have reported here (https://openxcom.org/forum/index.php/topic,2309.msg50562.html#msg50562), but it along older versions are outdated and not avaiable anymore. The 1.5 version is avaiable attached the this post (https://openxcom.org/forum/index.php/topic,2047.msg22807.html#msg22807). The portal provides versions only from 3.4.1 and up, all nightlies only, see here (https://www.openxcom.com/mod/terrain-pack).

@Hobbes: currently mod portal displays only the ones compatible with nightlies, how about to put there a link of the last 1.0 compatible?  :'(

Who uses 1.0 OpenXcom today? The nightly Code is so much superior.
Title: Re: [MAPS] (UPDATE v1.4) Hobbes Terrain Mods for OpenXCom
Post by: niculinux on August 26, 2015, 04:19:43 pm
Who uses 1.0 OpenXcom today? The nightly Code is so much superior.

me, for instance xD ok i'll wait 2.0..
Title: Re: [MAPS] (UPDATE v1.4) Hobbes Terrain Mods for OpenXCom
Post by: hellrazor on August 26, 2015, 04:23:34 pm
Hobbes, I got this error message for the FMP: https://openxcom.org/forum/index.php/topic,2027.msg50468.html#msg50468

I am fairly sure it's connected to the map (nodes, probably), as this terror uses the TFTD mapblocks. I wonder if there's a newer version for me to use, but I doubt that.

Solarius, it would better if you simply disable those terrains which give you until Hobbes remakes those routes.
Title: Re: [MAPS] (UPDATE v1.4) Hobbes Terrain Mods for OpenXCom
Post by: hellrazor on August 26, 2015, 04:23:58 pm
me, for imstamce xD ok i'll wait 2.0...

Dude use Nightly builds!
Title: Re: [MAPS] (UPDATE v1.4) Hobbes Terrain Mods for OpenXCom
Post by: niculinux on August 26, 2015, 04:27:29 pm
Dude use Nightly builds!

Naaah...it's too confortable to install from a ppa in ubuntu, plus the new data structure is reaally a must for newbies!!! :-]


Title: Re: [MAPS] (UPDATE v1.4) Hobbes Terrain Mods for OpenXCom
Post by: Solarius Scorch on August 26, 2015, 04:29:25 pm
Solarius, it would better if you simply disable those terrains which give you until Hobbes remakes those routes.

No. :P

And disabling them would not help their fixing.
Title: Re: [MAPS] (UPDATE v1.4) Hobbes Terrain Mods for OpenXCom
Post by: Hobbes on August 26, 2015, 04:34:21 pm
@Hobbes: currently mod portal displays only the ones compatible with nightlies, how about to put there a link of the last 1.0 compatible?  :'(

Because there are plenty of bugs with the last 1.0 version and I don't have time to support 2 versions, specially when 1.0 is very limited concerning new terrains.

Hobbes, I got this error message for the FMP: https://openxcom.org/forum/index.php/topic,2027.msg50468.html#msg50468

I am fairly sure it's connected to the map (nodes, probably), as this terror uses the TFTD mapblocks. I wonder if there's a newer version for me to use, but I doubt that.

Nodes seem fine to me. The saved game uses Dawn City terrain, not TFTD mapblocks. Since the crash is during the alien turn my suspicion would be for something wrong regarding weapons or sounds.

Warboy recently fixed a bug with pathfinding which was causing issues with nodes.
Title: Re: [MAPS] (UPDATE v1.4) Hobbes Terrain Mods for OpenXCom
Post by: niculinux on August 26, 2015, 04:42:17 pm
Because there are plenty of bugs with the last 1.0 version and I don't have time to support 2 versions, specially when 1.0 is very limited concerning new terrains.
[...]

got it, but i meant not to ask for older versions support, only to make the last 1.0 compatible  avaiablemto the public, by at least putting a link on the related portal page, but whatever will be fine :)
Title: Re: [MAPS] (UPDATE v1.4) Hobbes Terrain Mods for OpenXCom
Post by: Hobbes on August 26, 2015, 04:47:15 pm
got it, but i meant not to ask for older versions support, only to make the last 1.0 compatible  avaiablemto the public, by at least putting a link on the related portal page, but whatever will be fine :)

Since you asked politely, I'll attach the last 1.0 version here. 

But if you make any bug reports about it or complain about the lack of terrains/features when compared to the nightlies, or simply ask anything about it, I'll hunt you down and kill you, then kill your wife, kids and dog, and then, after burning down your house I'll drive away in your car. ;)

EDIT: removed attachment since I don't want this to be widely used.
Title: Re: [MAPS] (UPDATE v1.4) Hobbes Terrain Mods for OpenXCom
Post by: niculinux on August 26, 2015, 04:48:31 pm
Since you asked politely, I'll attach the last 1.0 version here. 

But if you make any bug reports about it or complain about the lack of terrains/features when compared to the nightlies, or simply ask anything about it, I'll hunt you down and kill you, then kill your wife, kids and dog, and then, after burning down your house I'll drive away in your car. ;)

Ok thank you!! No please i'm still some what too young to diee!!!  :o
Title: Re: [MAPS] (UPDATE v1.4) Hobbes Terrain Mods for OpenXCom
Post by: Hobbes on August 26, 2015, 04:49:35 pm
Ok thank you!! No please i'm still some what too young to diee!!!  :o

You're never too young to die.
Title: Re: [MAPS] (UPDATE v1.4) Hobbes Terrain Mods for OpenXCom
Post by: niculinux on August 26, 2015, 04:59:39 pm
You're never too young to die.

emh...and that is the proof!!!!! I was hoping to the the 1.9.3. version, at least i'm sure it is case sensitive problems, but if 2.5.2. It's not... i'll wait the 2.0. Whatever again thanks!!! :P :-[

edit: service announcement:

1) This trphread shoukd now be renamed "Hobbes terrain pack for openxcom 1.0 (v. 2.5.2)" or something;

2) Since support os discarded, moderators may have lock the thread.