OpenXcom Forum

Modding => Released Mods => Topic started by: luke83 on July 12, 2014, 03:15:42 pm

Title: Expanded U_BASE
Post by: luke83 on July 12, 2014, 03:15:42 pm
So i have one week left before school resumes and the amount of free time i have after work will greatly be reduced so i am working frantically to get another gift out to the community.

These are using the original terrain files and are designed to keep 99% of the community happy .

So far 20 new mapblocks are done ( some are minor changes to existing ones just to keep you on your toes), would like to make a few rotated versions of some of these eventually also but not this month :)

There are 2 Rulesets here, "Expanded Ruleset" just adds the new map blocks to the mix, "FULL Expanded Ruleset" turns on the unused maps included within the original game (which are commented out by default in OXC install), adds my new map blocks and macks the map slightly bigger with more enemies to hunt down.

Title: Re: Expanded U_BASE
Post by: Solarius Scorch on July 12, 2014, 05:42:49 pm
Can I just add these blocks to the Final Mod Pack? With credits of course.

Sorry if it's a bit of an early request, but your work is always so exemplary, I just want to play it. :) Making the ruleset shouldn't be a problem either.
Title: Re: Expanded U_BASE
Post by: luke83 on July 13, 2014, 12:29:40 am
Can I just add these blocks to the Final Mod Pack? With credits of course.

Sorry if it's a bit of an early request, but your work is always so exemplary, I just want to play it. :) Making the ruleset shouldn't be a problem either.

Tell you what, as long as you build me a separate ruleset for these alone, i have no problems with you merging these with your "Final Mod Pack". :P
Title: Re: Expanded U_BASE
Post by: Solarius Scorch on July 13, 2014, 03:16:34 am
Tell you what, as long as you build me a separate ruleset for these alone, i have no problems with you merging these with your "Final Mod Pack". :P

Sure, send me the files and I'll give it a try. :)

(I'll PM you my email)
Title: Re: Expanded U_BASE
Post by: luke83 on July 13, 2014, 09:29:17 am
Thanks to Some advice from Solaris i now have this MOD ready for download.

Please move to Complete Mods!
Title: Re: Expanded U_BASE
Post by: Aldorn on July 13, 2014, 12:53:06 pm
Always more and more, thanks luke ! :)

I guess the Expanded_UBase.rul, provided on Mod Site, has to be included in "terrains:" section ?

EDIT : these are new alien 'facilities', aren't they ?
(Tell me if it has to be kept secret, I will unload attached screens)
Title: Re: Expanded U_BASE
Post by: luke83 on July 13, 2014, 01:47:14 pm
1 week until school goes back, expect a few more in this file next weekend.
Title: Re: Expanded U_BASE
Post by: yrizoud on July 13, 2014, 04:19:31 pm
Consistency with the other blocks is nice, but I would like map-makers to make more tactically interesting blocks...
- Asymetric blocks, so that when you approach them from north, south, east or west, you get a different behavior and challenge
- More large (3x3) obstacles, and L-shaped ones
- More play on heights.

edit: See attached my first tests with mapview - unfortunately the base has no stair blocks, so I couldn't do anything about heights.
Title: Re: Expanded U_BASE
Post by: Aldorn on July 13, 2014, 07:58:28 pm
Consistency with the other blocks is nice, but I would like map-makers to make more tactically interesting blocks...
- Asymetric blocks, so that when you approach them from north, south, east or west, you get a different behavior and challenge
- More large (3x3) obstacles, and L-shaped ones
- More play on heights.

edit: See attached my first tests with mapview - unfortunately the base has no stair blocks, so I couldn't do anything about heights.
Nice job you did
The third block seems tactically interesting, with the possibility to defend the door from the window
Title: Re: Expanded U_BASE
Post by: luke83 on July 13, 2014, 09:36:05 pm
Consistency with the other blocks is nice, but I would like map-makers to make more tactically interesting blocks...
I hear you mate, thing is, when you create new map sets you need to decide early on if your going to try to keep them similar to vanilla ( to please most people) or just create some wild stuff that yourself and only a few others will use. In this case, as per my first post, "are designed to keep 99% of the community happy " so its close to vanilla. I have no objections with adding some of your mapblocks into this set and creating another alternate Ruleset.
Title: Re: Expanded U_BASE
Post by: yrizoud on July 14, 2014, 04:01:54 am
(...) decide early on if your going to try to keep them similar to vanilla ( to please most people) or just create some wild stuff that yourself and only a few others will use.
I am extremely surpised to see you have no hope of players enjoying new map designs. I think either you overestimate the map quality of the vanilla game, or you underestimate the player's ability to recognize interesting map design when they see it.

Some more tests attached. If I can make this on my first day of using the editor, what good can the entire community do over months of experimenting new things and getting feedback ? (negative feedback helps recognize problems and try something different)
Title: Re: Expanded U_BASE
Post by: Hobbes on July 14, 2014, 04:58:22 am
I am extremely surpised to see you have no hope of players enjoying new map designs. I think either you overestimate the map quality of the vanilla game, or you underestimate the player's ability to recognize interesting map design when they see it.

Some more tests attached. If I can make this on my first day of using the editor, what good can the entire community do over months of experimenting new things and getting feedback ? (negative feedback helps recognize problems and try something different)

The map quality of the vanilla game speaks for itself and what you consider interesting map design is based on your own opinion which might not be the majority. And Luke has a very fair point here: you either design mods aiming for the 99% or you can do as you want but your mod will only be played by a few players.

Because honestly, there isn't much room for innovation regarding map design. Some things work regarding design, others don't and if you look at all of the original maps you get a fair idea of what works better - assuming that you know better than the original developers is quite a bold statement. What you can innovate is regarding graphics and the number of maps you can use.
Title: Re: Expanded U_BASE
Post by: tnarg on July 14, 2014, 11:02:43 am
Hello Luke83 I love this idea.  This must of took some time to do and get looking right. 
Thanks, cant wait to try this.
Title: Re: Expanded U_BASE
Post by: luke83 on July 14, 2014, 11:49:36 am
Hello Luke83 I love this idea.  This must of took some time to do and get looking right. 
Thanks, cant wait to try this.
It took 6 episodes of supernatural and a few hours of clean up, still already found a bug or two.
Title: Re: Expanded U_BASE
Post by: davide on July 14, 2014, 04:30:32 pm
Do you have already integrate Civillian's mod too ?

https://www.openxcom.com/mod/addon-terrains-mapblocks (https://www.openxcom.com/mod/addon-terrains-mapblocks)

On Hobbes's web site (Area51) there are two packs on  Alien base maps too

It will be beautifull if any alien base attack missions will be different from the previous !!!  :P

Title: Re: Expanded U_BASE
Post by: Solarius Scorch on July 14, 2014, 04:42:05 pm
Do you have already integrate Civillian's mod too ?

https://www.openxcom.com/mod/addon-terrains-mapblocks (https://www.openxcom.com/mod/addon-terrains-mapblocks)

On Hobbes's web site (Area51) there are two packs on  Alien base maps too

It will be beautifull if any alien base attack missions will be different from the previous !!!  :P

If it helps, I'm integrating them all in the Final Mod Pack :)
Title: Re: Expanded U_BASE
Post by: yrizoud on July 14, 2014, 05:15:03 pm
The map quality of the vanilla game speaks for itself
I find the vanilla map blocks uneven. UBASE is the scenery which has the most symmetric blocs, and I find these ones the least interesting to assault. My critic on luke's blocks (judging by the screenshots only) is that by staying extremely faithful to the pattern of 'large room with 1x1 obstacles', they emphasize the weak points, and when he said "I am going to create more", I wanted to express that I hope he doesn't focus exclusively on these. (rather than, say, designs like ubase_00 with its corridor windows, 02 with its tower, 08 with its "observation post")
Luke has a very fair point here: you either design mods aiming for the 99% or you can do as you want but your mod will only be played by a few players.
I'm glad Dioxine didn't have this mindset and created Piratez anyway, before knowing if his idea would be popular or not.
Because honestly, there isn't much room for innovation regarding map design. Some things work regarding design, others don't and if you look at all of the original maps you get a fair idea of what works better
Indeed, I can see the ubase blocks are very few. No stairs makes it mandatory to use lifts, and these are always very dangerous to navigate.
Still, even keeping in line with the architecture style, I'm sure we can make very interesting architecture spots.
assuming that you know better than the original developers is quite a bold statement. What you can innovate is regarding graphics and the number of maps you can use.
Designers did a good job, but they had very limited time to test and balance the game before shipping it. There are now thousands of players who have hundreds of hours playing the game and a good feeling for what was successful and what was not. And any one of them can now try the map editor and try invent something (that he may be thinking for years). I'm optimistic that at least one of them can make a map that plays better than, say, the cruise liner of TFTD.
Title: Re: Expanded U_BASE
Post by: Hobbes on July 14, 2014, 06:09:23 pm
On Hobbes's web site (Area51) there are two packs on  Alien base maps too

If you're talking about Hive, it was not designed to replace the Alien Base but the Terror Site, plus I honestly feel that the terrain isn't that good. If you mean the terrains on the Map Depot keep in mind that none of them have .RMP files and they were all designed for multiplayer.

I'm glad Dioxine didn't have this mindset and created Piratez anyway, before knowing if his idea would be popular or not.

Dioxine he has done a great work with that mod but that's the perfect example of a mod that I personally might try it once but won't bother with it afterwards - I'm here to play X-COM, if I want to play a game with pirates I'll play Sid Meier's Pirates.
Title: Re: Expanded U_BASE
Post by: luke83 on July 14, 2014, 09:49:30 pm
I find the vanilla map blocks uneven. UBASE is the scenery which has the most symmetric blocs, and I find these ones the least interesting to assault. My critic on luke's blocks (judging by the screenshots only) is that by staying extremely faithful to the pattern of 'large room with 1x1 obstacles', they emphasize the weak points, and when he said "I am going to create more", I wanted to express that I hope he doesn't focus exclusively on these. (rather than, say, designs like ubase_00 with its corridor windows, 02 with its tower, 08 with its "observation post")I'm glad Dioxine didn't have this mindset and created Piratez anyway, before knowing if his idea would be popular or not.Indeed, I can see the ubase blocks are very few. No stairs makes it mandatory to use lifts, and these are always very dangerous to navigate.
Still, even keeping in line with the architecture style, I'm sure we can make very interesting architecture spots.Designers did a good job, but they had very limited time to test and balance the game before shipping it. There are now thousands of players who have hundreds of hours playing the game and a good feeling for what was successful and what was not. And any one of them can now try the map editor and try invent something (that he may be thinking for years). I'm optimistic that at least one of them can make a map that plays better than, say, the cruise liner of TFTD.

So much reading :P  Yrizoud, build your maps and share with the community, if people like them great, if they dont, at least you have the experience of map building under our belt. Just remember, it is not possible to please everyone so just set your goals and go with it :D
 At this point, i am sticking with the Vanilla style of maps as to me, this will be embraced by the majority of the community, however i do look forward to personally trialing your maps.
Title: Re: Expanded U_BASE
Post by: yrizoud on July 14, 2014, 10:16:09 pm
if people like them great, if they dont, at least you have the experience of map building under our belt.
Thanks for understanding! It's a win-win. Some experiments are failures, but all give hindsight for better maps for everybody.
Doom has had tens of thousands of maps over the years. A lot are trash, but it takes a lot of trash to build experience.
Title: Re: Expanded U_BASE
Post by: davide on July 15, 2014, 11:12:18 am
If you're talking about Hive, it was not designed to replace the Alien Base but the Terror Site, plus I honestly feel that the terrain isn't that good. If you mean the terrains on the Map Depot keep in mind that none of them have .RMP files and they were all designed for multiplayer.

I refer to those:

(https://area51.xcomufo.com/depot/alb.jpg)

(https://area51.xcomufo.com/depot/alb+.jpg)

from this link

https://area51.xcomufo.com/depot2.htm (https://area51.xcomufo.com/depot2.htm)

Sorry I do not know is those maps are named "hive set"

If these maps could not be used as Alien base set, perhaps them could be use for new mission type
such as "Alien Raid"  ::)
Title: Re: Expanded U_BASE
Post by: Hobbes on July 15, 2014, 02:08:37 pm
Sorry I do not know is those maps are named "hive set"

If these maps could not be used as Alien base set, perhaps them could be use for new mission type
such as "Alien Raid"  ::)

That's not Hive. You have the same problem with the new maps, whether you use them for Alien Base or a new mission - since they were designed for multiplayer there are no RMP files so you'll have to create those from scratch.
Title: Re: Expanded U_BASE
Post by: davide on July 15, 2014, 03:41:25 pm
I know but I am too much thing to do a very few free time to modding.

I am working on the automatic conversion of .PCK of TFTD
but I have an issue on trasparent color.

I have to check/write the .RMP of 22 UFOs, and I am not capable to do it too :'(

I wish I develop a improvement to allow modders to set contraint on map composition of terrain
It is usefull for OpenTFTD: first column on Island , first row of port, landing submarine base,
but I think that it is usefull to Siberia terrain too, if you have some interesting about reuse it. and "Plane Crash Site"

An other improvement that I wish develop It is the option to have a new pre-stage on ALIEN_BASE_MISSION
On your site there are some map set that could be used for this purpouse
("Beaches of Normandy", "Sand Castle", "Sand Storm")
other than the Pyramid maps of Luke, if he agree with this purpouse.

The problem is that there are few expert Map Maker to concretize this ideas, indeed they are only two people. ;)







Title: Re: Expanded U_BASE
Post by: Hobbes on July 15, 2014, 04:18:35 pm
I wish I develop a improvement to allow modders to set contraint on map composition of terrain
It is usefull for OpenTFTD: first column on Island , first row of port, landing submarine base,
but I think that it is usefull to Siberia terrain too, if you have some interesting about reuse it. and plane crash on desert

There are two different issues at stake that can't be modded right now:
- How missions are generated and the terrain is chosen
- How the Battlescape is created

Solving the first issue would allow to use the following conditions for all missions:
* Multipart missions (condition only allowed for Cydonia mission)
* The UFO disappearing after reaching its target (only allowed to use for Terror Sites)
* Missions in northern/southern hemispheres (only allowed to use for UFO missions)
* Battlescape size is fixed for each mission, i.e., you can't choose between a 50x50 or a 60x60 battlescape for a terror site.

Allowing for all of this to be moddable (i.e. be applied to all missions and not restricted) would open more possibilities. There are also other conditions that could be created, such as assiging specific terrains for countries/regions.

The second issue is a bit more complicated to explain but while generating the Battlescape, the game does the following:
* Determines the location of the UFO (on craft assaults)
* Determines the location of the XCOM dropship
* Determines the location of roads (on terror sites)
* Fills the remaining space with map blocks, according to the parameters defined on the ruleset/mod

Now here, what would be interesting would be to actually create your own battlescape generation rules. Some examples:
* Allow the road generation rules to be applied to any terrains, and have more than 1 road.
* Allow for specific map blocks to be placed on specific locations of the battlescape (center, corners, sides, etc.) rather than randomly
* Set particular conditions for map blocks, i.e., if URBAN99.MAP is used, then the generator can only use URBAN98 and 97 on the adjacent spaces

This second issue is a bit more complicated for modders since they would have to create their own specific rules.
Title: Re: Expanded U_BASE
Post by: davide on July 15, 2014, 07:29:40 pm
I identifed  the the source code involved here:

https://github.com/SupSuper/OpenXcom/blob/master/src/Battlescape/BattlescapeGenerator.cpp (https://github.com/SupSuper/OpenXcom/blob/master/src/Battlescape/BattlescapeGenerator.cpp)

Some algorithm is into
void BattlescapeGenerator::generateMap() at line 1064

It is complex but attackable

Now I must go home,I will return later on forum

but as example:

Code: [Select]
     - name: ISLAND01
        width: 10
        length: 10
        firstColumn: true # sub case of next: onColumns: [1]

     - name: DOCK01
        width: 10
        length: 10
        lastRow: true

    - name: mountain1
        width: 10
        length: 10
        lastColumn: true

     - name: MAP55
        width: 10
        length: 10
#this maps could be used only on row 2 or 4
        onRows: [2,  4]
#this maps could be used only on column 1 or 3 or 5
        onColumns: [1, 3, 5]

    - name: MAPSPECIAL1
        width: 20
        length: 20
#this map when selected, it brings with its some specific maps on right and on bottom (random one between the list)
        rightMaps = [ MAPSPECIAL2_1, MAPSPECIAL2_2]
        bottomMaps = [ MAPSPECIAL3_1, MAPSPECIAL3_2, MAPSPECIAL3_2]
#this map is incompatible with other maps
        incompatibleMaps = [ MAPSPECIAL_ALTERNATE_1 ]


and for TERRAIIN

Code: [Select]
terrains:
  - name: MADURBAN
#a lot of roads
    roadTypeOdds: [75, 50, 50, 25, 25, 5]
#optional random size
    height: [50, 60, 70]
    width: [50, 60,  70]
#percentuage of increment aliens related to the picking size
    moreAliens: [0, 20, 30]
# alternative to hemisphere and textures
    regions: [STR_SOUTH_AMERICA]
#or
    countries: [FRANCE, SPAIN, GERMANY, ITALY]
#or
    cities: [STR_SAOPAULO, STR_FORTALEZA]

I apologize for the off topic and
I propose that a forum moderator move  last four posts to a new topic under "Modding/Experiments"



Title: Re: Expanded U_BASE
Post by: davide on July 16, 2014, 10:59:58 pm

Now here, what would be interesting would be to actually create your own battlescape generation rules. Some examples:
* Allow the road generation rules to be applied to any terrains, and have more than 1 road.
* Allow for specific map blocks to be placed on specific locations of the battlescape (center, corners, sides, etc.) rather than randomly
* Set particular conditions for map blocks, i.e., if URBAN99.MAP is used, then the generator can only use URBAN98 and 97 on the adjacent spaces


In my opinion, after a look on source code,
the priority for choose map block is:
* Set particular conditions for map blocks, i.e., if URBAN99.MAP is used, then the generator can only use URBAN98 and 97 on the adjacent spaces

Could It be resolved join maps with MapView ?
Because it is difficult recursively reserve / recover space for adiacent maps.
Already exists a map set that has this requirements and that could be not resolve with position contraints ?

 

Title: Re: Expanded U_BASE
Post by: Hobbes on July 16, 2014, 11:59:59 pm
That is how the game works, but the thing would be to take it to a next level so that maps don't look so random and you can actually create battlescapes that look less 'random' and are more organic.

I'll try to explain what I meant before by showing .lua code I wrote for the Dawn City terrain on UFO2000 for 20x20 map blocks to connect with adjacent maps. Essentially, the Dawn City terrain was essentially designed to work like a puzzle, where the blocks would be placed randomly but afterwards certain portions would be replaced so that they would fit together with adjacent map blocks.

Code: [Select]
local function verylargebuildingfix(x, y, map)
local a = x + 1
local b = y + 1
local d = y + 2
local f = y + 3

if (map [x][y] == 60  and map [x][f] > 34 and map [x][f] < 43) then
map [x][d] = 78

end

Basically after the map has been filled with block of all sizes, this function connects the larger maps with smaller ones (the function is quite big, I'm just showing an example for a single map block). If map 60 has been placed (it is a 20x30 map) and adjacent to if there's a map on the range 35 to 42 (10x10 map), it replaces that map block with map 78. I'll attach images below of maps 60, 37 and 78 so that you have an idea of what happens. And I've also included a pic taken during a combat mission so you can see the effect
Title: Re: Expanded U_BASE
Post by: davide on July 17, 2014, 12:25:54 am
Map down78 is partially overlapped to map dawn60.?
Title: Re: Expanded U_BASE
Post by: Hobbes on July 17, 2014, 01:10:45 am
Map down78 is partially overlapped to map dawn60.?

Exactly. You fill the battlescape randomly and them you overlap as you want to create dead end roads, etc.
Title: Re: Expanded U_BASE
Post by: davide on July 17, 2014, 07:20:38 am
Could i found all .lua file on area51map depo into downtown pack ?
In that file there are more than one lua file
I have to recognize all cases to find a compatibile declarative syntax
Do you have Times to show other cases ?
Title: Re: Expanded U_BASE
Post by: Hobbes on July 17, 2014, 02:27:55 pm
Could i found all .lua file on area51map depo into downtown pack ?
In that file there are more than one lua file
I have to recognize all cases to find a compatibile declarative syntax
Do you have Times to show other cases ?

Those extra .lua files on the Downtown pack are pre-configured maps (not random) for loading prior to a combat. What other cases do you need?
Title: Re: Expanded U_BASE
Post by: davide on July 17, 2014, 04:18:03 pm
No other  I begin to understand it but I have difficult to invent a rule syntax to express the same actions on map composition

I found a file named
UFO2000 Booster Pack.rar\extensions\terrain-dawn-city\
that contain 100 down maps ad a .lua with hundreds of line of script.

in this moment I am think that the best, clear, stable, and quickly thing
could be something to ...

 
Code: [Select]
- name: DAWNTOWN
 ....
   externalMapDesign: DownTown.lua
    mapBlocks:
      - name: DAWN00
        width: 10
        length: 10
...
      - name: DAWN99
        width: 10
        length: 10
 

but I think that this feature will not accepted ... :'(




therefore if you have some new idea I am here ...


 
Title: Re: Expanded U_BASE
Post by: Hobbes on July 17, 2014, 04:41:49 pm
No other  I begin to understand it but I have difficult to invent a rule syntax to express the same actions on map composition

I found a file named
UFO2000 Booster Pack.rar\extensions\terrain-dawn-city\
that contain 100 down maps ad a .lua with hundreds of line of script.

in this moment I am think that the best, clear, stable, and quickly thing
could be something to ...

 
Code: [Select]
- name: DAWNTOWN
 ....
   externalMapDesign: DownTown.lua
    mapBlocks:
      - name: DAWN00
        width: 10
        length: 10
...
      - name: DAWN99
        width: 10
        length: 10
 

but I think that this feature will not accepted ... :'(




therefore if you have some new idea I am here ...

I thought you mean the Downtown terrain, which is a different terrain from Dawn City.

I'm not looking for a quick solution to this issue but rather to give generic ideas for new features to be used by modders.
Title: Re: Expanded U_BASE
Post by: davide on July 17, 2014, 05:46:52 pm
I apologize, mine doubts are:

is width the X coordinate  ?

is lenght  the Y coordinate  ? (is growing it to right ?)

What is the corner with the  origin of coordinate ?

is it sufficent these syntax to allow required task:


Code: [Select]
   - name:DOWN60
        width: 20
        length: 30

#when next map is Down35 will be inserted map Down78 at coordinate [ DOWN60.X, DOWN60.Y + (DOWN60.Lenght - offset) ]

       overlapMapsY = [ Down35, Down78, 10,  Down36, Down78, 10,  Down37, Down78, 10, ..... , Down42, Down78, 10]
       
       overlapMapsX = [ ... ]
 
Title: Re: Expanded U_BASE
Post by: Hobbes on July 17, 2014, 07:03:34 pm
I apologize, mine doubts are:

is width the X coordinate  ?

is lenght  the Y coordinate  ? (is growing it to right ?)

What is the corner with the  origin of coordinate ?

is it sufficent these syntax to allow required task:


Code: [Select]
   - name:DOWN60
        width: 20
        length: 30

#when next map is Down35 will be inserted map Down78 at coordinate [ DOWN60.X, DOWN60.Y + (DOWN60.Lenght - offset) ]

       overlapMapsY = [ Down35, Down78, 10,  Down36, Down78, 10,  Down37, Down78, 10, ..... , Down42, Down78, 10]
       
       overlapMapsX = [ ... ]
 

Good question since I think OXC considers width what I usually consider length. Just decide for yourself what is length and width since I'll figure it out later.

The corner of the origin of coordinate is x,y?
Title: Re: Expanded U_BASE
Post by: davide on July 17, 2014, 07:27:50 pm
Good question since I think OXC considers width what I usually consider length. Just decide for yourself what is length and width since I'll figure it out later.

The corner of the origin of coordinate is x,y?

I mean which is the map corner with (x=0, y=0) ?

Ok, I will identify coordinate name when I will debug the sorce code on a small size terrain.

In this moment remember that there is a way to run OpenXcom that shows internal/debug info, i have to search in the forum ...could be usefull for these questions. 


Are your maps (from OXC mods 1.9.3) DawnUrban01 and 02 to be connect (with offset 0, without overlap) ?



Title: Re: Expanded U_BASE
Post by: Hobbes on July 17, 2014, 07:59:54 pm
Are your maps (from OXC mods 1.9.3) DawnUrban01 and 02 to be connect (with offset 0, without overlap) ?

DawnUrban01 is used for the N road (and DawnUrban00 the W road), DawnUrban02 is for the crossroads.
Title: Re: Expanded U_BASE
Post by: davide on July 17, 2014, 08:11:13 pm
type 3 and type 4, I understand now  :-[
Title: Re: Expanded U_BASE
Post by: luke83 on July 20, 2014, 02:43:30 pm
So back on topic...  ;)

I have my Clone tank ready to go and my Alien Medical equipment from my UFO to start building some none vanilla maps blocks into this set but there is still "Alien Habitat"  is a unused feature, anyone have any ideas for this one?
 
 Maybe they sleep standing up in a "BOX" similar to those found in TFTD ( 3 walls and a door)... Thoughts?
Title: Re: Expanded U_BASE
Post by: Solarius Scorch on July 20, 2014, 02:59:00 pm
Luke, sorry if it's a bit egocentric of me, but I wrote this post back in January: https://openxcom.org/forum/index.php?topic=1757.msg16727#msg16727 (one of my very first around here). Maybe you'll get some inspiration from it.
Title: Re: Expanded U_BASE
Post by: Hobbes on July 24, 2014, 06:04:07 am
Luke, check both rulesets. UBASE_31 is not listed and you have UBASE_12 listed twice.

Just had a look and I like nearly all the new maps included :)
Title: Re: Expanded U_BASE
Post by: luke83 on July 24, 2014, 02:01:25 pm
Luke, check both rulesets. UBASE_31 is not listed and you have UBASE_12 listed twice.

Just had a look and I like nearly all the new maps included :)
LOL, thanks mate, out of curiosity, which maps didn't you like? Personaly i dont like Ubase_22 something about it feels wrong, its to Human or something...anyway.

i have started work on the next stage of these expansions ( piecing together a new ruleset to match) but i think i will keep some running with some separate rulesets as it caters for more peoples taste. Still i want to finish of my Base defense blocks first but 13 hour days at work are not leaving any time....
Title: Re: Expanded U_BASE
Post by: Hobbes on July 24, 2014, 03:00:31 pm
LOL, thanks mate, out of curiosity, which maps didn't you like? Personaly i dont like Ubase_22 something about it feels wrong, its to Human or something...anyway.

i have started work on the next stage of these expansions ( piecing together a new ruleset to match) but i think i will keep some running with some separate rulesets as it caters for more peoples taste. Still i want to finish of my Base defense blocks first but 13 hour days at work are not leaving any time....

I don't like the purple elevated ground in UBase_34 and 28 since that isn't present on the original.

One other thing that I noticed is that you may want to add MaxCount=1 to UBase_32. The reason is that if the game engine generates a battlescape with 2 UBase_32 map blocks adjacent to one another it will look a little odd since the section where both join cannot be accessed by units unless you destroy the walls.
Title: Re: Expanded U_BASE
Post by: luke83 on July 25, 2014, 01:38:10 pm
Next release will be coming soon...I have always felt these were missing from the Alien Base set.
Title: Re: Expanded U_BASE
Post by: Solarius Scorch on July 25, 2014, 01:41:11 pm
Yay, alien escape pods! XD
Title: Re: Expanded U_BASE
Post by: Angelus_EV on July 25, 2014, 07:18:29 pm
hahah the most 70`SCI FI movie thin i ever see!! good job
Title: Re: Expanded U_BASE
Post by: luke83 on July 26, 2014, 04:08:36 pm
Can someone trial version 0.3 and let me know if there are any issues before i place them on the mod site?

This brings me closer to some unfinshed work from the original game designers...https://www.ufopaedia.org/index.php?title=Alien_Reproduction
Title: Re: Expanded U_BASE
Post by: Solarius Scorch on July 26, 2014, 04:14:41 pm
Luke, I have yet another request: you did the alternative Small Scouts room, but could we also have a hangar containing a fully functional Large Scout or Medium Scout? This is something I've wanted to do, but didn't get around to.
Title: Re: Expanded U_BASE
Post by: Aldorn on July 29, 2014, 12:10:32 am
Luke, I integrated your update 0.31, thanks for the update  :)

I just warn you in case it could have any importance for some people (as Linux users)

Filenames :
- Ubase_39.MAP => UBASE_39.MAP
- Ubase_39.RMP => UBASE_39.RMP
- U_BASE2.mcd => U_BASE2.MCD
- U_BASE2.pck => U_BASE2.PCK
- U_BASE2.tab => U_BASE2.TAB

Ruleset :
- "terrains:" is missing at beginning of ruleset
- "MCDPatches:" : spaces before this label should be removed
Title: Re: Expanded U_BASE
Post by: Hobbes on July 29, 2014, 01:27:23 am
Luke, I downloaded 0.31 and looked at the .zip file before installing and there are two things IMO that you should change:
1) Don't include any of the original files on the mod. They aren't necessary since they are already present when you install OXC and it can be considered copyright breach.
2) If you want to change any of the original files, use a different filename than the original. This is important for two reasons: makes your mod more friendly towards other mods, since they might also need to use those original files and might not like your modifications; doesn't force m (and other players) to have to replace the original files if I install it and later I want to remove it to play vanilla.

I don't remember if I asked you before, but I currently want to add new Alien Base terrains to the Terrain Pack and yours is included if you give me permission. :)
Title: Re: Expanded U_BASE
Post by: luke83 on July 30, 2014, 12:17:58 pm
Luke, I downloaded 0.31 and looked at the .zip file before installing and there are two things IMO that you should change:
1) Don't include any of the original files on the mod. They aren't necessary since they are already present when you install OXC and it can be considered copyright breach.
2) If you want to change any of the original files, use a different filename than the original. This is important for two reasons: makes your mod more friendly towards other mods, since they might also need to use those original files and might not like your modifications; doesn't force m (and other players) to have to replace the original files if I install it and later I want to remove it to play vanilla.

I don't remember if I asked you before, but I currently want to add new Alien Base terrains to the Terrain Pack and yours is included if you give me permission. :)

Valid arguments but:
In every MCDset i create some parts from the original file is included, so if they really want to push copyright i am stuffed anyway. All i can claim is Fair use.
The U_Base file is only a FIXED version from the strategy core site, i did included it just to update peoples ( like me) who still run off the old Dos version. That being said, its a valid point, next release i will add something to the Readme about it ( if i didnt already, cant remember).

Yes you ( and anyone else) has permission to reuse any of my work, as i didn't create every little detail of it ( that copyright issue again) so it wouldn't be fair for me to say don't use it.

Alderon.... Can you upload a FIX i wont have time to look until the weekend otherwise.

Solarius, Medium maybe ( need to check how many MCD required) Large... Not as hopeful. I have a feeling there is still a issue in Mapview with MCD limits even though OXC doesn't have it....
Title: Re: Expanded U_BASE
Post by: Aldorn on July 30, 2014, 12:46:52 pm
Aldorn.... Can you upload a FIX i wont have time to look until the weekend otherwise.
V0.31b including corrections above

Filenames :
- Ubase_39.MAP => UBASE_39.MAP
- Ubase_39.RMP => UBASE_39.RMP
- U_BASE2.mcd => U_BASE2.MCD
- U_BASE2.pck => U_BASE2.PCK
- U_BASE2.tab => U_BASE2.TAB

Ruleset :
- "terrains:" is missing at beginning of ruleset
- "MCDPatches:" : spaces before this label should be removed


Luke, you will have to remove your files before reinstalling it, or filename case will not be overwritten (at least on Windows)
Title: Re: Expanded U_BASE
Post by: luke83 on July 30, 2014, 01:55:57 pm
V0.31b including corrections above

Filenames :
- Ubase_39.MAP => UBASE_39.MAP
- Ubase_39.RMP => UBASE_39.RMP
- U_BASE2.mcd => U_BASE2.MCD
- U_BASE2.pck => U_BASE2.PCK
- U_BASE2.tab => U_BASE2.TAB

Ruleset :
- "terrains:" is missing at beginning of ruleset
- "MCDPatches:" : spaces before this label should be removed


Luke, you will have to remove your files before reinstalling it, or filename case will not be overwritten (at least on Windows)

Thanks mate, new version is going live on Modportal, took into consideration Hobbes points by expanding readme and moving updated Ubase into a Optional Folder...
Title: Re: Expanded U_BASE
Post by: Hobbes on July 30, 2014, 05:36:22 pm
I have a feeling there is still a issue in Mapview with MCD limits even though OXC doesn't have it....

The issue is with the .MAP file structure which can only support 256 MCD entries per map. MapView can display more than 256 MCD entries but when you save the map block, MCD entry #257 will be saved as #0 and so on.

The trick to bend this limit is to design the last MCD listed for the terrain so that the destroyed tiles are placed at the end of the file and you don't need to place them with MapView.
Title: Re: Expanded U_BASE
Post by: VSx86 on September 12, 2014, 11:42:36 pm
There's a bug with animated items in alien base:
these items transforms into each other during animation.
 
https://mediacru.sh/77292cbac4f1

and

https://mediacru.sh/26ffe131a72d
 
When this blinking pink table is in "destroyed" state,
it stops blinking and seems indestructible
(tested with ~15 shots of heavy plasma).
 
Ruleset enabled: Expanded_UBase.rul
Expanded UBase version: 0.31c
OpenXcom version: 1.0 git 2014-09-11 15:43
Title: Re: Expanded U_BASE
Post by: new_civilian on November 03, 2014, 11:38:27 am
There's a bug with animated items in alien base:
these items transforms into each other during animation.
 
https://mediacru.sh/77292cbac4f1

and

https://mediacru.sh/26ffe131a72d
 
When this blinking pink table is in "destroyed" state,
it stops blinking and seems indestructible
(tested with ~15 shots of heavy plasma).
 
Ruleset enabled: Expanded_UBase.rul
Expanded UBase version: 0.31c
OpenXcom version: 1.0 git 2014-09-11 15:43

Same here. Apart from that: Excellent work, especially the Scout hangar is cool.
Title: Re: Expanded U_BASE
Post by: Arthanor on February 17, 2015, 10:37:42 pm
I am really not knowledgeable when it comes to maps. Has anyone tried this with a nightly with the new map script stuff?

I know it broke a bunch of stuff but I don't really know why and what might be affected.

Thanks!
Title: Re: Expanded U_BASE
Post by: hellrazor on February 22, 2015, 08:53:46 pm
I am really not knowledgeable when it comes to maps. Has anyone tried this with a nightly with the new map script stuff?

I know it broke a bunch of stuff but I don't really know why and what might be affected.

Thanks!

I just tried with the newest nightly and the alien base fails to generate.
I have no clue on how to correct it thou...
Title: Re: Expanded U_BASE
Post by: Arthanor on February 22, 2015, 10:08:44 pm
Yeah, I suspected this would not work.

Maps are beyond me, unfortunately. We can pray that Hobbes integrates this into his terrain mod, or maybe it's time to learn how the map scripts actually work.

(Just seems pointless for me to do it since I can't design maps any ways. Can't run mapview...)
Title: Re: Expanded U_BASE
Post by: hellrazor on February 22, 2015, 11:24:50 pm
Yeah, I suspected this would not work.

Maps are beyond me, unfortunately. We can pray that Hobbes integrates this into his terrain mod, or maybe it's time to learn how the map scripts actually work.

(Just seems pointless for me to do it since I can't design maps any ways. Can't run mapview...)

Well as far as i see, the ruleset file needs to be overworked and  needs a addtional correct mapscript.
Because the standardmapscript doesn't seem to work.

Title: Re: Expanded U_BASE
Post by: hellrazor on February 23, 2015, 09:15:27 am
Yeah, I suspected this would not work.

Maps are beyond me, unfortunately. We can pray that Hobbes integrates this into his terrain mod, or maybe it's time to learn how the map scripts actually work.

(Just seems pointless for me to do it since I can't design maps any ways. Can't run mapview...)

I guess i will start digging into that (doing mapscripts) because i really wanted to have bigger (60x60 instead of 50x50) sized Alien Bases for my Mod, with additional Modules and more variety.
Title: Re: Expanded U_BASE
Post by: hellrazor on February 23, 2015, 11:04:10 pm
Good Evening!

I modified luke's original ruleset for the expanded ubase.
It now works with the NEWEST NIGHTLY!
The maps now get generated once again with the full pleasure of all those lovely new tiles :)

Edit: forgot to set shade: 15 ...
Title: Re: Expanded U_BASE
Post by: hellrazor on February 23, 2015, 11:07:34 pm
Some more Screenshots:



Btw anyone have any clue to fix those tiles on screenshot000?
Title: Re: Expanded U_BASE
Post by: Arthanor on February 24, 2015, 01:22:41 am
Neat! Just in time for when I am about to storm my first alien base this playthrough :D

Do you mean the tiles that look like damaged objects? I wonder what they are intended to be.. Should they not just be changed in MapView (says the guy with 0 MapView experience...)
Title: Re: Expanded U_BASE
Post by: hellrazor on February 24, 2015, 01:45:31 am
Neat! Just in time for when I am about to storm my first alien base this playthrough :D

Do you mean the tiles that look like damaged objects? I wonder what they are intended to be.. Should they not just be changed in MapView (says the guy with 0 MapView experience...)

They are actually flickering, i guess something is screwed up, or they are intended to be so, see for yourself.(-> Skirmish Mode)
Title: Re: Expanded U_BASE
Post by: Arthanor on February 24, 2015, 02:46:02 am
I never think of debug mod.. These definitely look weird and I can't believe they work as intended. I think animated blocks just cycle through MCD indexes for objects. These must have the wrong starting point or be intended to be the first object and not looping.

Another thing I have discovered: This mod restates the weapons given to aliens although I'm not sure why. A property is only changed if it is redefined, leaving alien weapons out of this would simply use vanilla weapons (which this does any ways) unless another mod was modifying them, instead of interfering. This makes it incompatible with the Alien Armoury Expanded for no reason.
Title: Re: Expanded U_BASE
Post by: Hobbes on February 24, 2015, 03:33:29 am
This bug has been reported already on page 4.

I've looked into it and the U_BASE2.MCD file is a complete mess, since several entries seem to have been compressed into a single one and the PCK file also seems corrupted. That's what causing the flickering.
Title: Re: Expanded U_BASE
Post by: hellrazor on February 24, 2015, 05:53:27 am
This bug has been reported already on page 4.

I've looked into it and the U_BASE2.MCD file is a complete mess, since several entries seem to have been compressed into a single one and the PCK file also seems corrupted. That's what causing the flickering.

Would you be able to fix this UBASE2.MCD issues?
Otherwise i have spend some time now and kategorising the map files (at least the ones which were only variants of original ones. I alos changed the filenames accordingly.

I was digging a little through the ruleset and decided to rewrite the FULL_expanded_ubase.rul a little.
The maps which are now generated look really nice, take a look for yourself (see attachment).

Another thing I have discovered: This mod restates the weapons given to aliens although I'm not sure why. A property is only changed if it is redefined, leaving alien weapons out of this would simply use vanilla weapons (which this does any ways) unless another mod was modifying them, instead of interfering. This makes it incompatible with the Alien Armoury Expanded for no reason.

Well the original Author did also change the mapsize to 60x60 (which i also did), but also added in more Alien in the alienDeployment (that's why there are loadouts).
I removed those for the moment. (see attachment)

Code: [Select]
###BEGIN MAPSCRIPT
mapScripts:
#BEGIN ALIEN BASE
  - type: ALIENBASE
    commands:
    - type: addBlock
      groups: 2
      executions: 2
    - type: addBlock
      size: 2
      groups: 3
    - type: addBlock
      size: 2
      groups: 5
    - type: addBlock
      size: 2
      groups: 6
    - type: addBlock
      size: 2
      executions: 2
    - type: addBlock
      executions: 3
      groups: 7
    - type: addBlock
      executions: 1
      groups: 8
    - type: fillArea
      groups: [0, 1]
      freqs: [3, 2]
    - type: digTunnel
      direction: both
      tunnelData:
        level: 0
        MCDReplacements:
          - type: westWall
            set: 2
            entry: 18
          - type: northWall
            set: 2
            entry: 17
          - type: corner
            set: 2
            entry: 19
          - type: floor
            set: 1
            entry: 63
#END ALIEN BASE
###END MAPSCRIPT

###BEGIN ALIEN DEPLOYMENT
alienDeployments:

#BEGIN ALIEN BASE ASSAULT
  - type: STR_ALIEN_BASE_ASSAULT
    width: 60
    length: 60
    height: 2
    terrains:
      - UBASE
    shade: 7
    script: ALIENBASE
#END ALIEN BASE ASSAULT

###END ALIEN DEPLOYMENT

###BEGIN TERRAIN
terrains:
  - name: UBASE
    mapDataSets:
      - BLANKS
      - U_BASE
      - U_WALL02
      - U_PODS
      - BRAIN
      - U_BASE2
    mapBlocks:
#BEGIN ALIEN BRAIN
      - name: UBASE_15
        width: 20
        length: 20
        groups: 4
#END ALIEN BRAIN

#BEGIN ALIEN BASE CONTROL
      - name: UBASE_00
        width: 20
        length: 20
        groups: 3
      - name: UBASE_00b
        width: 20
        length: 20
        groups: 3
#END ALIEN BASE CONTROL

#BEGIN ENTRY POINTS
      - name: UBASE_04
        width: 10
        length: 10
        groups: 2
        revealedFloors: 1
      - name: UBASE_04b
        width: 10
        length: 10
        groups: 2
#END ENTRY POINTS

#BEGIN TUNNELS
      - name: UBASE_07
        width: 10
        length: 10
        groups: 1
      - name: UBASE_07b
        width: 10
        length: 10
        groups: 1
      - name: UBASE_10
        width: 10
        length: 10
        groups: 1
#END TUNNELS

#BEGIN LARGE GARDENS
      - name: UBASE_01
        width: 20
        length: 20
        groups: 5
      - name: UBASE_01b
        width: 20
        length: 20
        groups: 5
      - name: UBASE_01c
        width: 20
        length: 20
        groups: 5
#END LARGE GARDENS

#BEGIN LARGE STORAGE
      - name: UBASE_02
        width: 20
        length: 20
        groups: 6
      - name: UBASE_02b
        width: 20
        length: 20
        groups: 6
      - name: UBASE_02c
        width: 20
        length: 20
        groups: 6
#END LARGE STORAGE

#BEGIN FORT
      - name: UBASE_06
        width: 10
        length: 10
        groups: 7
      - name: UBASE_06b
        width: 10
        length: 10
        groups: 7
      - name: UBASE_16
        width: 10
        length: 10
        groups: 7
      - name: UBASE_16b
        width: 10
        length: 10
        groups: 7
#END FORT

#BEGIN ENERGY
      - name: UBASE_12
        width: 10
        length: 10
        groups: 8
      - name: UBASE_12b
        width: 10
        length: 10
        groups: 8
#END ENERGY

#BEGIN ENTERTAINMENT
      - name: UBASE_11
        width: 10
        length: 10
      - name: UBASE_11b
        width: 10
        length: 10
#END ENTERTAINMENT

#BEGIN SMALL GARDENS
      - name: UBASE_14
        width: 10
        length: 10
      - name: UBASE_09
        width: 10
        length: 10
      - name: UBASE_09b
        width: 10
        length: 10
      - name: UBASE_09c
        width: 10
        length: 10
#END SMALL GARDENS

#BEGIN SMALL STORAGE
      - name: UBASE_08
        width: 10
        length: 10
      - name: UBASE_08b
        width: 10
        length: 10
      - name: UBASE_05
        width: 10
        length: 10
      - name: UBASE_05b
        width: 10
        length: 10
      - name: UBASE_13
        width: 10
        length: 10
      - name: UBASE_17
        width: 10
        length: 10
     - name: UBASE_17b
        width: 10
        length: 10
#END SMALL STORAGE

#BEGIN ALIEN SPECIAL FACILITY
#ENERGY
      - name: UBASE_03
        width: 20
        length: 20
#UBASE_41 NEEDS FIX
#      - name: UBASE_41
#        width: 20
#        length: 20
#COM
      - name: UBASE_18
        width: 20
        length: 20
#CLONE TANKS
      - name: UBASE_19
        width: 20
        length: 20
#SCOUTS
      - name: UBASE_20
        width: 20
        length: 20
#END ALIEN SPECIAL FACILITY
###END TERRAIN

###BEGIN MCDPATCHES
MCDPatches:
  - type: U_BASE2
    data:
      - MCDIndex: 9
        specialType: 6
###END MCDPATCHES
Title: Re: Expanded U_BASE
Post by: Hobbes on February 24, 2015, 05:57:22 am
Would you be able to fix this UBASE2.MCD issues?

Yes but I have no idea of how the existing entries are used in the map blocks so you might get strange effects on maps. I also need to wait until MCDEditor is fixed since presently it isn't possible to export the PCK file into a PNG to check for graphic errors.
Title: Re: Expanded U_BASE
Post by: hellrazor on February 24, 2015, 06:34:10 am
Yes but I have no idea of how the existing entries are used in the map blocks so you might get strange effects on maps. I also need to wait until MCDEditor is fixed since presently it isn't possible to export the PCK file into a PNG to check for graphic errors.

For the moment i have commented out the map which is in question in the ruleset above.
Title: Re: Expanded U_BASE
Post by: hellrazor on February 24, 2015, 08:05:40 am
Yes but I have no idea of how the existing entries are used in the map blocks so you might get strange effects on maps. I also need to wait until MCDEditor is fixed since presently it isn't possible to export the PCK file into a PNG to check for graphic errors.

I have Provided a Expanded_Ubase_Nightly.zip could we probably add this on the mod portal?
Title: Re: Expanded U_BASE
Post by: Hobbes on February 24, 2015, 08:28:15 pm
I have Provided a Expanded_Ubase_Nightly.zip could we probably add this on the mod portal?

Send a PM to Luke83 asking if he can update the mod, otherwise the same mod will be present twice on the portal.

I've attached the fixed U_BASE2 below.
Title: Re: Expanded U_BASE
Post by: hellrazor on February 25, 2015, 07:08:08 am
Send a PM to Luke83 asking if he can update the mod, otherwise the same mod will be present twice on the portal.

I've attached the fixed U_BASE2 below.

Thank you Hobbes. I will test this out as soon as i have the time.
And btw i forgot 1 map (UBASE_31.MAP) it was totally under my radar because it was not in the original ruleset file.
But it's just another variant of the Alien Entertainment Chamber. I also checked my work from the weekend and changed a few Map names, because i categorized them wrongly.
Attached File contains it and i did a small change to the map script.

Edit just tested the Terrain, great work the flickering is gone. Maybe we need to replace some tiles on Map UBASE_41.MAP because they only show up as destroyed versions.
Everything included in the file attachment.
Title: Re: Expanded U_BASE
Post by: hellrazor on February 26, 2015, 12:16:23 am
I took the freedom to edit UBASE_41.MAP

I replaced the damaged tiles with the correct ones, and also added 4 Consoles.
You would not believe it, but know actually you can understand the function of it.
It seems to be a facility which can make more aliens!

See Screenshot.

Included this new file in Expanded_UBASE_Nightly_v1.1.zip
Title: Re: Expanded U_BASE
Post by: ivandogovich on February 26, 2015, 01:04:22 am
Everytime I see this facility, I wonder... is it connected to the rest of the base?? on the second floor maybe?  I can never tell from the screenshots. 

Because... if it doesn't connect, well... that just makes it so you can never take out the last alien, right?

Cheers, Ivan :D
Title: Re: Expanded U_BASE
Post by: hellrazor on February 26, 2015, 01:18:47 am
Everytime I see this facility, I wonder... is it connected to the rest of the base?? on the second floor maybe?  I can never tell from the screenshots. 

Because... if it doesn't connect, well... that just makes it so you can never take out the last alien, right?

Cheers, Ivan :D

It is connected to the rest of the base.
See Screenshots
Title: Re: Expanded U_BASE
Post by: ivandogovich on February 26, 2015, 01:35:15 am
Only nine sectopods.  2 Easy. :P 
And thanks for the other screenshot.  Yeah, now I see the main facility is on the top floor, and its connected to the rest of the base on the first floor. :)
Title: Re: Expanded U_BASE
Post by: hellrazor on February 26, 2015, 01:54:32 am
Only nine sectopods.  2 Easy. :P 
And thanks for the other screenshot.  Yeah, now I see the main facility is on the top floor, and its connected to the rest of the base on the first floor. :)

There actually 12 and around 20 Ethereals or so.
Title: Re: Expanded U_BASE
Post by: Hobbes on February 26, 2015, 02:28:09 am
You would not believe it, but know actually you can understand the function of it.
It seems to be a facility which can make more aliens!

That probably means that the tiles were designed to be the missing Alien Reproduction. 
Title: Re: Expanded U_BASE
Post by: hellrazor on February 26, 2015, 02:40:59 am
That probably means that the tiles were designed to be the missing Alien Reproduction. 

I think the 2x4 columns in those rooms are supposed to be the Alien reproduction Object, they looks more like the UFOpaedia Picture.

The ones who look like tables are actually Alien Examination Rooms.
Title: Re: Expanded U_BASE
Post by: Hobbes on February 26, 2015, 03:27:34 am
Just checked. The columns have their MCD entries checked as type 6 (Alien Reproduction), and the tables have type 9. The curious thing is that the entry 11 has its marked as type 11 (Alien Habitat) and this one only works if there's an UFOPaedia mod for it, so there might be some unexpected effects from using it.
Title: Re: Expanded U_BASE
Post by: hellrazor on February 26, 2015, 11:17:23 am
Just checked. The columns have their MCD entries checked as type 6 (Alien Reproduction), and the tables have type 9. The curious thing is that the entry 11 has its marked as type 11 (Alien Habitat) and this one only works if there's an UFOPaedia mod for it, so there might be some unexpected effects from using it.

Well jeah, i just checked myself and you are right. But i don't think that there will be any bad effects. But i guess i need to change to deadtile to deadtile and the supposed Habitat (which is defined in UFOL83 from Luke's extra UFO's as Alien Habitat) as such. I will also check through the maps, because i noticed the Scout 2x2 Module has some unneeded walls.
Will Post update when done.
Title: Re: Expanded U_BASE
Post by: hellrazor on February 28, 2015, 01:03:00 pm
Version 1.1 Fixes

- Removed unneeded Western and Northern Walls in Scout Module
- Changed MCD Settings for PODs (since Hobbes had a good thought there, avoiding future trouble)
- Changed mapscript block occurance a little bit.

Anyone would like to see an Alien Food processing Center or a Alien Cloning / Cybernetic lab?
Have some Ideas for two maps which didn't really have a funktion.
Title: Re: Expanded U_BASE
Post by: Solarius Scorch on February 28, 2015, 01:18:13 pm
Some ideas from me over a year ago:

Exactly what I have in mind! Some more ideas include:
- Cloning facilities: large, heavy duty cloning vats to breed Mutons and Chryssalids, as well as smaller vats for Sectoids and Floaters. Embryonic, half-formed aliens can be visible inside.
- Industrial-sized surgery rooms (using similar or the same equipment as the Abductor) for installing all those cybernetics in freshly bred Mutons and Floaters.
- Manufacturing plants, with suggested production lines (and perhaps some extra alien weapons/equipment to capture).
- Medical facilities, containing cloning vats (much like ones in the cloning facility above, but empty) and a monitoring computer.
- Dormitoria, where aliens spend their "free" time - when not on duty or at the entertainment station (which is a lot of time). Include casket-like "beds" (possibly filled with some fluid) and maybe feeding stations (simple machines which apply dissolved alien food to the bloodstream).
- Perhaps a human tech room, with some Earth-made equipment (for studies or some other, more mysterious purpose - supplying their human/half-human agents?).
- If we want to go a little further, UFO hangars (only for small craft for emergencies, like Commander evacuation or special assignments that come up without warning). With a functional Medium Scout or several Small Scouts inside.

Making and coding these in should be fairly easy for an experienced modder, and I think they'd add a lot to the game. Even I could give it a try, at least with the graphics. :)

Perhaps something from this list is viable?

Good luck with the mod!
Title: Re: Expanded U_BASE
Post by: hellrazor on February 28, 2015, 01:36:35 pm
Solarius Scorch, we now already have a cloning facility.

It's map name UBASE_21.MAP in the Version i uploaded.

Title: Re: Expanded U_BASE
Post by: hellrazor on February 28, 2015, 01:41:33 pm
The Maps i wanna change are UBASE_18.MAP and UBASE_19.MAP (in my Version)

UBASE_18.MAP could be easily made into a Food Processing Center or so.

UBASE_19.MAP could be change into Cloning / Cybernetic.
Title: Re: Expanded U_BASE
Post by: Solarius Scorch on February 28, 2015, 02:45:37 pm
Solarius Scorch, we now already have a cloning facility.

It's map name UBASE_21.MAP in the Version i uploaded.

I know, I just didn't want to edit that old post - it's a quotation after all.

I can only say thanks for implementing something from my wishlist! :)
Title: Re: Expanded U_BASE
Post by: hellrazor on February 28, 2015, 03:32:48 pm
I know, I just didn't want to edit that old post - it's a quotation after all.

I can only say thanks for implementing something from my wishlist! :)

It was already there, i just needed some fixes (mainly MCD fixes which Hobbes did and some tilereplacement which i did).
Title: Re: Expanded U_BASE
Post by: Solarius Scorch on March 01, 2015, 09:26:38 am
To make the alien gardens a bit brighter, I stole and adapted this from Civilian.
Title: Re: Expanded U_BASE
Post by: hellrazor on March 01, 2015, 08:59:48 pm
To make the alien gardens a bit brighter, I stole and adapted this from Civilian.

Looks nice put it into the Expanded_Ubase will be released with the two modified map that i am currently doing.
Title: Re: Expanded U_BASE
Post by: luke83 on March 13, 2015, 11:53:58 am
I think the 2x4 columns in those rooms are supposed to be the Alien reproduction Object, they looks more like the UFOpaedia Picture.

The ones who look like tables are actually Alien Examination Rooms.

This is my cloning facility.... also FYI: i have no more study to do ( just trying to learn some python for person interests) so i may start looking at mods again... Skimming over the forums i see many people unhappy with some of my work ( or it may be better descirobed as wishing to take maps into other directions)... Where are the newest versions of my original files ( if someone has FIXED my data over the years  i see no reason in undoing there good work).
Title: Re: Expanded U_BASE
Post by: hellrazor on March 13, 2015, 02:35:32 pm
This is my cloning facility.... also FYI: i have no more study to do ( just trying to learn some python for person interests) so i may start looking at mods again... Skimming over the forums i see many people unhappy with some of my work ( or it may be better descirobed as wishing to take maps into other directions)... Where are the newest versions of my original files ( if someone has FIXED my data over the years  i see no reason in undoing there good work).

Hi luke83,

of course it is your cloning facility noone ever wanted to claim it.
i and Hobbes took the freedom to patch some things and make a new mapscript (so it can run on current nightlies).
You will find the patched files and the new mapscript in the attachment.
Oh we were not unhappy we just noticed a bug and took the freedom to correct it.
This also contains 1 additional small garden module from solarius scorch.
Title: Re: Expanded U_BASE
Post by: shadics on March 20, 2015, 02:06:53 am
so this still work for the latest  updates of openxcom?  :)
Title: Re: Expanded U_BASE
Post by: davide on March 20, 2015, 11:02:25 am
... i may start looking at mods again...

We are very happy that you come back to modding OX !

For lucky combination in this period Hobbes started a "New Terrain Contest" here:
https://openxcom.org/forum/index.php/topic,3403.0.html (https://openxcom.org/forum/index.php/topic,3403.0.html)
Title: Re: Expanded U_BASE
Post by: SIMON BAILIE on March 31, 2015, 02:30:19 am
Great mod but in order to do the final mission I have to take it off otherwise the game crashes, it's only a minor thing cos @ that stage the game's over no matter what the outcome of Cydonia is but I thought I wud draw ur attention to this.

https://openxcom.org/forum/index.php/topic,3538.0.html
Title: Re: Expanded U_BASE
Post by: hellrazor on July 25, 2015, 08:18:02 pm
so this still work for the latest  updates of openxcom?  :)

It should be working. Otherwise check out the Modportal -> Expanded Ubase Reworked (https://www.openxcom.com/mod/expanded-ubase-rework).
Title: Re: Expanded U_BASE
Post by: new_civilian on July 26, 2015, 03:34:56 pm
Great mod but in order to do the final mission I have to take it off otherwise the game crashes, it's only a minor thing cos @ that stage the game's over no matter what the outcome of Cydonia is but I thought I wud draw ur attention to this.

https://openxcom.org/forum/index.php/topic,3538.0.html

hellrazor: Maybe a mapblock with a wrong Group/type setting? I had similar problems some months/years with an old and outdated alien base mod from me, i had edited a map that included the brain tiles and simply copy-n-pasted some entries. The result: The game did not show the ending even when winning,  it simply closed and went to the desktop.
Title: Re: Expanded U_BASE
Post by: hellrazor on July 26, 2015, 03:46:46 pm
hellrazor: Maybe a mapblock with a wrong Group/type setting? I had similar problems some months/years with an old and outdated alien base mod from me, i had edited a map that included the brain tiles and simply copy-n-pasted some entries. The result: The game did not show the ending even when winning,  it simply closed and went to the desktop.

Well he probably had the PSX static Cydonia Map enabled. Or something else. It is working for me without problems.
Title: Re: Expanded U_BASE
Post by: new_civilian on July 30, 2015, 12:42:42 pm
Yes, the static PSX map causes problems for me, too.
Title: Re: Expanded U_BASE
Post by: Warboy1982 on July 30, 2015, 01:37:53 pm
well, yeah, that script is designed for _vanilla_ alien base terrain, it shouldn't come as a surprise that it doesn't work with terrain it was never designed to work with.
Title: Re: Expanded U_BASE
Post by: hellrazor on July 30, 2015, 01:40:24 pm
Yes, the static PSX map causes problems for me, too.

Im a certain, that is to do something, with the increased Mapsize. I do not know how big the PSX Cydonia Static Map is, but since in the OG DOS Version biggest maps were 50x50, even on the last mission, a static map is alwas bound to a specific size.
Expanded_Ubase uses a 60x60 Mapsize, defined in the alienDeployments, i assuming this is the incompatibility.
Title: Re: Expanded U_BASE
Post by: hellrazor on July 30, 2015, 01:41:25 pm
well, yeah, that script is designed for _vanilla_ alien base terrain, it shouldn't come as a surprise that it doesn't work with terrain it was never designed to work with.

I guess it would work if the mapsize would be identical.
Title: Re: Expanded U_BASE
Post by: Warboy1982 on July 30, 2015, 01:50:46 pm
Im a certain, that is to do something, with the increased Mapsize. I do not know how big the PSX Cydonia Static Map is, but since in the OG DOS Version biggest maps were 50x50, even on the last mission, a static map is alwas bound to a specific size.
Expanded_Ubase uses a 60x60 Mapsize, defined in the alienDeployments, i assuming this is the incompatibility.

not quite. some missions were indeed 60x60. base defense missions spring instantly to mind.
Title: Re: Expanded U_BASE
Post by: hellrazor on July 30, 2015, 08:52:28 pm
not quite. some missions were indeed 60x60. base defense missions spring instantly to mind.

Jeah but if you have a static map, which has a fixed size, then any other Mapsize will cuase a game crahs because could fully be generated.
Title: Re: Expanded U_BASE
Post by: Warboy1982 on July 31, 2015, 05:07:09 am
ok, but my point is, if you actually look into it even superficially, you'll see that cydonia stage 2 is 60x60 in the default ruleset, and in the dos version, and on psx, and that the psx cydonia script was made with this in mind.
the PSX version of cydonia isn't a single static map block, it's a fixed arrangement of regular map blocks, and there's a fillArea command with NO RECT, so it's not bound to any size at all.

meaning all of this:

Im a certain, that is to do something, with the increased Mapsize. I do not know how big the PSX Cydonia Static Map is, but since in the OG DOS Version biggest maps were 50x50, even on the last mission, a static map is alwas bound to a specific size.
Expanded_Ubase uses a 60x60 Mapsize, defined in the alienDeployments, i assuming this is the incompatibility.

is pure misinformation, which i was trying to dispel, lest someone else become misinformed.

the problem is that the psx mapscript was designed for a completely vanilla set of alien base terrain, defined precisely as it is in the vanilla ruleset.
trying to use it with a modified map set that isn't defined in precisely the same way is like trying to use the urban mapscript with the polar terrain.
it wasn't ever intended to work that way, so why would you expect it to?

in order to make the terrain compatible with the script, it needs to mirror the original terrain definition the script was designed for, including mapBlock group assignations and the order the blocks are listed, otherwise you'll never get anywhere.
Title: Re: Expanded U_BASE
Post by: hellrazor on July 31, 2015, 09:44:36 am
ok, but my point is, if you actually look into it even superficially, you'll see that cydonia stage 2 is 60x60 in the default ruleset, and in the dos version, and on psx, and that the psx cydonia script was made with this in mind.
the PSX version of cydonia isn't a single static map block, it's a fixed arrangement of regular map blocks, and there's a fillArea command with NO RECT, so it's not bound to any size at all.

meaning all of this:

is pure misinformation, which i was trying to dispel, lest someone else become misinformed.

the problem is that the psx mapscript was designed for a completely vanilla set of alien base terrain, defined precisely as it is in the vanilla ruleset.
trying to use it with a modified map set that isn't defined in precisely the same way is like trying to use the urban mapscript with the polar terrain.
it wasn't ever intended to work that way, so why would you expect it to?

in order to make the terrain compatible with the script, it needs to mirror the original terrain definition the script was designed for, including mapBlock group assignations and the order the blocks are listed, otherwise you'll never get anywhere.

Jeah thanks for this clarifiation, i will adapt the "Expanded Ubase Rework Mod" acordingly.
Title: Re: Expanded U_BASE
Post by: new_civilian on August 01, 2015, 11:10:02 am
I corrected two minor glitches on 2 maps, in one the anti-grav-lift tiles weren't properly aligned and the other had a minor see-through glitch.
I changed nothing else, though, so if they have other unknown problems they would still need to be fixed.

Love the mod, btw.


About the PSX static map: It didn't crash for me but dozens of entry mapblocks were spawned with each one soldier/tank in it, looked hilarious!  :D
Title: Re: Expanded U_BASE
Post by: hellrazor on August 04, 2015, 09:23:38 am
I corrected two minor glitches on 2 maps, in one the anti-grav-lift tiles weren't properly aligned and the other had a minor see-through glitch.
I changed nothing else, though, so if they have other unknown problems they would still need to be fixed.

Love the mod, btw.


About the PSX static map: It didn't crash for me but dozens of entry mapblocks were spawned with each one soldier/tank in it, looked hilarious!  :D

Civilian, i am not sure which version you are using. But the original Expanded Ubae Maps have some serious errors considering the Routes and even some maptiles.
I fixed all of them in the "Expanded Ubase Rework" Mod.

You can find it here (https://openxcom.org/forum/index.php/topic,3580.0.html)
Depending on your Version please posts bugs relatid to it in the appropraite thread.
Title: Re: Expanded U_BASE
Post by: new_civilian on August 04, 2015, 02:24:18 pm
I thought this WAS the appropriate thread....  :D

Anyway, disregard my older post then, sorry.  :-\
Title: Re: Expanded U_BASE
Post by: hellrazor on August 04, 2015, 10:58:26 pm
I thought this WAS the appropriate thread....  :D

Anyway, disregard my older post then, sorry.  :-\

I am still not knowing in which version you found the bugs you reported.