OpenXcom Forum

Modding => Work In Progress => Topic started by: luke83 on March 15, 2012, 12:38:19 pm

Title: UFO upgrades
Post by: luke83 on March 15, 2012, 12:38:19 pm
I want to expand the variety of UFO used in openxcom. First thing i want to do is get doors  working on the other 2 walls.

Also anyone know WHY the back walls in UFO are Objects and not Walls , i am sure there is a reason i just cant think of it ::)
Title: Re: UFO Wall PLacement
Post by: Conti-k on March 15, 2012, 03:14:08 pm
Engine/artwork design (32x40 limit to be more specific). I've already explained what would happened if you would try to re-align "back" UFO walls to make it act like standard walls.
Title: Re: UFO Wall PLacement
Post by: luke83 on March 15, 2012, 08:13:58 pm
must of skimmed past that bit , sorry :-[
Title: Re: UFO Wall PLacement
Post by: Volutar on March 15, 2012, 08:19:33 pm
I think engine must be reworked, and these walls should become passable-by as others. For the moment you cannot stand near these walls.
This is one of original engine flaws, that must be corrected.
Title: Re: UFO Wall PLacement
Post by: luke83 on March 15, 2012, 08:24:43 pm
Is it possible to walk through these if there is a Door ( sorry if its a silly question as i have not tried yet in game because of a error in Mapview i am getting)
Title: Re: UFO Wall PLacement
Post by: Volutar on March 15, 2012, 08:41:09 pm
Sure you can remove this content-wall and replace it with ordinary door, but it won't be "outside" of UFO hull as these walls, and you won't be able to place your units outside of it (diagonally).
And there are no outside walls tiles for north and west sides of walls.
Title: Re: UFO Wall PLacement
Post by: SupSuper on March 15, 2012, 09:34:51 pm
It is likely just an original engine limitation. The "wall sections" are designed to seamlessly connect and line up when they're regular perpendicular flat walls. But the UFO outer walls have that peculiar design with diagonals and curvy and different outside/inside look, which probably didn't fit together just as regular "wall sections", so they hacked them in with "content sections" instead. Bytes were too precious to be wasted just for some fancy UFO tiles! ;)
Title: Re: UFO Wall PLacement
Post by: luke83 on March 16, 2012, 01:20:54 pm
SO i have taken a Door MCD set ( USING MCDADD) copied it to U_Bits (To get around a error in mapview when you try to load new MCD sets into it) and change it sprites to be some really basic  Door sprites so i could test the motion in game.

In game these doors are not animating at all , i walk though a solid wall, the only thing that works is when i step the tile the units sprite gets placed infront of the door sprite which would be correct IF it opened. Anyone got any thoughts as to Why this could be.  Looking at the MCD data listed in mapview, it knows its a door so why wont it animate >:(

Also ADMIN maybe this should be moved to Experiments and mods as IF i work out what is going wrong i want to start building some new UFO layouts.
Title: Re: UFO Wall PLacement
Post by: luke83 on March 16, 2012, 02:32:41 pm
Door Trim Test
Title: Re: UFO Wall PLacement
Post by: Conti-k on March 16, 2012, 08:01:59 pm
To get doors working you must put them into walls slots. Since "back" UFO walls can be only placed in content slot, you must re-align your doors and that means they'll be "flat" (like any normal doors). It's the reason why Avenger have no doors... look where red lines are - outside of the craft thus unit will pass through them like ghost.
Title: Re: UFO Wall PLacement
Post by: luke83 on March 16, 2012, 11:09:23 pm
Thanks ContiK, i switched the door to the Wall slot and everything works good walking through the door from the outside. However it doesnt trigger the animation walking through the door from inside the ufo :-[
Title: Re: UFO upgrades
Post by: luke83 on March 17, 2012, 10:41:11 am
Looks like there is also a issue with the unit walking through the walls when they enter through these Doors.  IF OpenX wont support this in the future it will limit the variety i was Planning but there is still plenty i can do. I was hoping to allow a ufo to land at any rotation , Keep all the outsides the same and just vary the internal so you would never know exactly What you where walking in to. Random Map generation in the original was good , but only one layout of each UFO design kinda killed the fun for me.   
 As such i have started building a few new  objects for the UFO but i really need to see what becomes supported in the future, so to begin with i will keep things relatively  simply .

PS: Sorry about the Barbie in the screen shot , it keeps my daughter happy ;D
Title: Re: UFO Wall PLacement
Post by: Conti-k on March 17, 2012, 06:30:03 pm
Thanks ContiK, i switched the door to the Wall slot and everything works good walking through the door from the outside. However it doesnt trigger the animation walking through the door from inside the ufo :-[

Image I've posted above explains it - doors "trigger" is outside of the craft, or UFO. So unit going from inside won't "hit" it, and will pass through doors like a ghost.

As I already said, the only thing you can do is this:


(https://img807.imageshack.us/img807/8051/01a.gif)

(stuff inside of selection would be lost)

or wait when "content" walls will be fixed... if (that's a big "if"  ;) ) will be ever fixed, of course...
Title: Re: UFO upgrades
Post by: luke83 on March 17, 2012, 11:21:44 pm
Couldn't we Trigger it early using a tweak to path finding ( Luke83 says with no understanding of programming) :P

It Knows your going to walk through the door the moment your on the next block and going to walk through.
Title: Re: UFO upgrades
Post by: Yankes on March 18, 2012, 01:45:55 am
I think that OpenXcom should support 4 walls. Not only N&W but S&E too. This will be compatible with old maps because thy will always have S&E == null but new maps created for OpenXcom could have set this two new walls. One side effect of this will be that some house can have "thick" walls if both walls E&W are set. This can give us some fun effects like burning inner walls in buildings (inner wall is less durable than outer, small fire destroy it showing outer one). Another one is that you could join two buildings without any space and both will have own walls.
Title: Re: UFO upgrades
Post by: luke83 on March 18, 2012, 02:03:56 am
just been playing around with modding the wall sprites to be more like normal walls but still have the shape on the back. This would mean i would need to change everything! so far i dont like this plan  :(
Title: Re: UFO upgrades
Post by: Yankes on March 18, 2012, 11:05:39 am
Do like Conti-k show, you need "cut" part of wall to fit it. Look closer to your last image. If you move wall 4px left or right they will look correct, but you will lost part of sprite. Usually you will not see difference because this part is hidden behind  next wall segment. Only problem will be with door or holes in wall.
Title: Re: UFO upgrades
Post by: luke83 on March 18, 2012, 12:00:34 pm
Just did a test in game, yep i need to cut shape from door :(  Should of read the other posts better :-[ On the plus side they animate correctly  ::) I was trying to bring them far enough forward so i could keep the shape , but still trigger the animation correctly.

Can we not just tell it this sprite is wider then the others ???

ok so IF i cut part of the wall to make it work , are the purists going to come knocking on my door as is everyone happy to live with this, this is why i have been looking for other options.


Below is just another example of my wasted efforts , not sure why the other wall cuts itself short , must be something to do with draw order.
Title: Re: UFO upgrades
Post by: Yankes on March 18, 2012, 12:24:10 pm
Doors sprite should have that part you cut out from wall. This is because then this new part will hide place where wall is cut.

Btw it will be great if every sprite could have 4 version in every direction. this will allow rotating map in game :D (To work proper OX we need have 4 walls in one square, this is for that rotating dont change game logic)
Title: Re: UFO upgrades
Post by: luke83 on March 18, 2012, 12:57:53 pm
OK so if no one complains about the flat Doors as suggested by Conti-k and repeated (because i am stupid) by Yanks i will just do that , it will make things a lot easier for me to get started.

 Please let me know If you wont accept this , there is no point me spending Months building lots of different UFOs if no one is going to use them.  Also note, i still need to fix the glitches in Urban Maps before i give these all my time ;)
Title: Re: UFO upgrades
Post by: Yankes on March 18, 2012, 01:58:26 pm
I didnt see your last screenshot before.
I think you move your walls in wrong direction. You need move it even there is no place for it in sprite.
Title: Re: UFO upgrades
Post by: Volutar on March 18, 2012, 04:10:46 pm
Wall sprites are not enough. You cannot overcome limitation of 16x16x24 voxel model. Outside walls are objects with convex outside parts. And they can be easily made for south and west outer walls of UFO (which are part of tiles), and cannot be made for north and east outer walls.
It requires entirely new engine paradigm. None of these "extentions" will work for seamless and symmetric UFO map layout and pathing.
Title: Re: UFO upgrades
Post by: Yankes on March 18, 2012, 05:11:48 pm
Yes wall voxel cant leave box, but we can move wall to next box. Its now done in case of E & S walls. They use W & N ones.
In my solution to create W & N walls we will use E & S walls that current dont exist.

small exmaple (# <- voxel, | <- line that divide two tiltes )

normal E wall:
Code: [Select]
      E|      E
<- 1 ->|<- 2 ->
      #|
      #|
      #|
      #|
      #|
      #|
#######|#######
ufo E wall (In fact W wall for game):
Code: [Select]
      E|       E
<- 1 ->|<- 2 ->
       |#
       |##
       |##
       |##
       |##
       |#
#######|#######
now you can have additional wall inside ufo that can be easy destroyed:
Code: [Select]
      E|       E
<- 1 ->|<- 2 ->
      #|#
      #|##
      #|##
      #|##
      #|##
      #|#
#######|#######
Title: Re: UFO upgrades
Post by: luke83 on March 18, 2012, 05:12:28 pm
Yanks - The last image was added after your reply, but is from earlier in the day.

Volutar -Please correct me if i am wrong, IF i make the North and West walls like NORMAL House walls and use FLAT doors  and leave the south and east walls and original UFO doors the same MAYBE i can create a entire set by adding some shorter  length walls in the middle to join them all together.  This would make map making alittle more harder but if i can the desired result it would be worth it.

Its the middle of the night here and i have been up for hours with my child with a Fever so maybe i am not thinking straight, but if it make sense in normal day light hours i will make a prototype of my plan as Hopefully the issues with Pathfinding i mentioned earlier will be solved ( solider walking through door frame). You should also be able to position your men outside the ufo   8)

 One way or another i NEED rotatable Ufos for my Fantasy Xcom experience ;)  Maybe i should not be so overly critical , the original designers did not seam to worry so much about this. All there panels have flat backs even when used as a WALL :P
Title: Re: UFO upgrades
Post by: Volutar on March 18, 2012, 07:20:09 pm
Yankes, south and east outer walls already moved to next tile. And they are made as "wall objects" so no units can stand outside of these walls.
(https://openxcom.org/forum/index.php?action=dlattach;topic=295.0;attach=620;image)
I've already posted about this issue in topic of  suggested pathfinder (https://openxcom.org/forum/index.php/topic,295.msg2301.html#msg2301).
On the left image north and west outer walls looks like "X". The reason of that kind of placement and status is the fact, that voxel object is limited by bounds of the tile. If they (Gollops) had voxel (loft) object beyond limits of tile - they would make these walls far straight and easier.
Title: Re: UFO upgrades
Post by: Yankes on March 18, 2012, 09:44:09 pm
Isnt this because they need cut corners? (now some speculation :D) usually you need only one wall between two spots. then because adding 2 additional walls will increase memory need by 2 times they decide to use only W&N wall. Next when they try create ufo get this problem what we have now :)
we can afford to have more walls in game. with that outer W&N walls will work exactly like current outer S&E walls.

and remember if voxel of your object dont have enough room in one title you split your object to additional ones. now only problem how you will store this in game.
right now we can only have one object per title (without walls and floor) but why we need stick to it? we could have 5 or infinite number of possible object in one title :)  of course we shoudnt overdo it because game would run 1fps :D
Title: Re: UFO upgrades
Post by: Volutar on March 19, 2012, 07:25:40 am
First of all, authors decided there's no need to have north AND south wall for each square tile. South wall actually is the north wall of southern tile.

Second thing, they needed to implement outer walls, which are simple walls with one exception - they are protruded to one of sides, so there are 4 outer walls types. Since they are limited to 16x16 (one loft slice) and cannot go outside of this square, they have to use other tiles, and they have chosen to use "object" tile as north and west outer walls. And by the way, there is an issue with inner "panels" and outer walls being adjacent.

Because of this units are unable to stand near these walls, and this is real gameplay flaw which have to be eleminated. And maps are "hardcoded" to be as they are, without a chance to be rotated.

The way of eleminating this is:
1) Implement "diagonal" wall flags for wall object MCDs (to make them passable by diagonally NE/SW or NW/SE).
2) Implement different map format, which will have 4 walls per tile, not 2.
3) Implement "rotated tiles" table (4 tile IDs for every direction of every tile).
4) Update very map block to fit new map format.
5) Ask Daishiva to update his map editor for handling new map format (which obviously will be in text-form) :)
6) Fix UFO ship maps and base blocks, and change every outer "object" wall tile to "advanced" wall tile and make them symmetric (computer screens and panels not only for 2 walls, but for 4).
7) Update functions of walking and pathfinder to handle these changes. Update renderer to handle 4 walls per tile (render order must include south and east walls after others).

After these changes map blocks could be rotated for any of 90/180/270 degrees direction, and units could be able to move along any of outer walls. And battlescape view will be rotatable as well.
Title: Re: UFO upgrades
Post by: luke83 on April 13, 2012, 03:15:30 pm
Just wanted to post these here also , basically so far i have reversed the way the mapblock where created , Front 2 sides are OBJECTS , back 2 sides are Walls. Not sure IF this will ever lead to anything long term but it worth investigating.  I would love to find a way to join the original tiles to my custom one to give max flexibility but i think it would look funny ;D
Title: Re: UFO upgrades
Post by: luke83 on April 20, 2012, 10:02:27 am
ok SLIGHT CHANGE OF PLANS , CAN SOMEONE TELL ME WHERE THESE UFO PICTURES ARE STORED IN THE ORIGINAL GAME FILES?

ALSO ARE THESE THE SAME IMAGES USED IN THE UFO DOGFIGHT SCREEN?
Title: Re: UFO upgrades
Post by: SupSuper on April 20, 2012, 07:04:18 pm
ok SLIGHT CHANGE OF PLANS , CAN SOMEONE TELL ME WHERE THESE UFO PICTURES ARE STORED IN THE ORIGINAL GAME FILES?

ALSO ARE THESE THE SAME IMAGES USED IN THE UFO DOGFIGHT SCREEN?
They are stored in GEODATA\INTERWIN.DAT (https://www.ufopaedia.org/index.php?title=INTERWIN.DAT).

Yes they are.

And no need for caps. ;)
Title: Re: UFO upgrades
Post by: luke83 on April 21, 2012, 05:22:34 am
Sorry about the CAPS  ;)

How do i open a .DAT file ? I was hoping i could create some new images for the interception screen to match any new MAP files to allow me to a create some more variation per UFO class.
Title: Re: UFO upgrades
Post by: Volutar on April 21, 2012, 06:23:34 am
Getting .dat files modified is a very wrong way. There should be alternative images structure/format for additional content. Original files must not be modified.
Title: Re: UFO upgrades
Post by: luke83 on April 21, 2012, 06:40:58 am
What a excellent idea Volutar , does that mean you will be volunteering for the job ;)

Well i guess i will need to stick to original shapes for now.
Title: Re: UFO upgrades
Post by: SupSuper on April 21, 2012, 12:57:59 pm
Sorry about the CAPS  ;)

How do i open a .DAT file ? I was hoping i could create some new images for the interception screen to match any new MAP files to allow me to a create some more variation per UFO class.
They are like SCR, just an uncompressed image that contains all the graphics in sequence.

Volutar is right though, it was not designed with moddability in mind so your only option is modifying the file or not worrying about it, it's a pretty minor part of the UFOs. :P
Title: Re: UFO upgrades
Post by: luke83 on April 21, 2012, 04:31:55 pm
I know its a minor part but there is always someone that will complain  :P  The plan is make multi version of the original first anyway so i am not overly worried about this. I am holding back on this as i really need a new version of Mapview so i can import my own extra UFO PCK/MCD file.

Spent 20 mins creating a free website today just so my file are stored in a second location, i would hate to loose all my hard work over the last 6 months because the file host wipped my data. https://openxcommods.weebly.com/
Title: Re: UFO upgrades
Post by: Yankes on April 21, 2012, 06:33:40 pm
you have great idea with that page, but I see some parts that can be improved.
A) Add link to openxcom web page :)
B) Add alternative links to your upload (to reduce upload from you page)
Title: Re: UFO upgrades
Post by: luke83 on April 22, 2012, 03:32:34 am
Excellent Feedback Yanks , i will do :)
Title: Re: UFO upgrades
Post by: luke83 on April 30, 2012, 02:37:57 pm
OK so after much thought and some stress with Mapedit i have finally started building some new UFOs.  Same rules as my terror site will apply , leave original UFOs unchanged ( mostly) and build lots and lots more.

Stage 1 will be using the original UFO outer-hulls and redesigning the interiors to create at a little surprise when you storm a UFO.
Stage 2 will get some new Designs created for the outer hulls , access ramps to roof and all the other strange and weird stuff i have always dreamed about. I also want to create new UFO pictures for the interceptor screen in the hope that one day i can pass the correct UFO picture with the ufo in combat.
 I will work completely through Stage 1 on all UFO ( except very small scout) first to keep the puritans happy then the weird stuff ( Stage 2) will start getting made! I dont have a target for the amount of UFO to create so lets just say A LOT.

All my UFOs will use a NEW MCD/PCK file called "UFOL83" which will need to be added to the end of all UFO types to use, this way original game data remains unchanged.

 Also i don't expect everyone to like every design so if you don't like a UFO dont include it in your game.

 If you find any floors in my UFOs please let me know so i can fix them. If you want to Help let me know and i will send you my MCD/PCK set and we can build together.

Tonight i have Built 7 new small UFOs , hopefully will have the  spawn points set-up this week and tested so i can move onto a larger UFO with more options.
Title: Re: UFO upgrades
Post by: luke83 on May 02, 2012, 02:12:13 pm
Started on the next size up UFO tonight, I have made 4 new types so far ( i want at least 10 for Stage1 in this size UFO)  however i have thought of some new MCD/PCKs i need to make to keep expanding my set) so this will be it for tonight.

 First 2 images are just one 90 rotated and a new layout to showcase.

Last one is something i need to look into , i want to create BIGWALLS for internal walls. The graphics are easy ( i think , unless i havent thought something through) , getting the MCD data correct will be a pain as i want some with and without windows, Time to learn how to use MCDEDIT it appears ::)
Title: Re: UFO upgrades
Post by: luke83 on May 11, 2012, 03:56:26 pm
Some More
Title: Re: UFO upgrades
Post by: hsbckb on May 11, 2012, 04:02:41 pm
Well done!! 8)
Title: Re: UFO upgrades
Post by: hsbckb on May 11, 2012, 04:16:08 pm
Some More

I think the facing of the the crashed UFO (original design) should be random. 
Title: Re: UFO upgrades
Post by: moriarty on May 11, 2012, 04:30:06 pm
did anyone already create UFO outer doors for the northern and eastern sides? that would be necessary for randomly facing UFOs. I'm all in favor of those, of course.
Title: Re: UFO upgrades
Post by: luke83 on May 11, 2012, 04:44:42 pm
did anyone already create UFO outer doors for the northern and eastern sides? that would be necessary for randomly facing UFOs. I'm all in favor of those, of course.

I did create a set but because of map format limitations they cant be used unless i can specify 2 separate sets of UFO MCD/PCK files ( one lot to expand original set - im working on now) and another set for the other 2 rotations ( alot of work to make) . Only other option is a NEW map format but that is a lot of work just to have the other 2 sides of ufo added.

I think the facing of the the crashed UFO (original design) should be random. 

I am doing a rotated version of each original design  and then a heap of random ones.
Title: Re: UFO upgrades
Post by: luke83 on May 12, 2012, 01:22:21 pm
Just a few more. This may be all in this size UFO for now as i need to finish a few new PCK i am working on to increase variety i also need to add something ( not sure yet) new to add more terrain for the aliens to hide behind in the big open rooms.
Title: Re: UFO upgrades
Post by: Bomb Bloke on May 15, 2012, 02:08:41 pm
To go off on a little bit of a tangent, the original comes with a few UFO maps that it doesn't use.

https://www.ufopaedia.org/index.php?title=Talk:MAPS (https://www.ufopaedia.org/index.php?title=Talk:MAPS)

These require MCD and PCK files that weren't included, and the images I put on the wiki are effectively just mock-ups and aren't playable. Notice that there are files with names like "U_EXT02.MCD"? These ships would've used something like "U_EXT01.MCD".

Now, it'd be simple enough to rebuild these original missing MCDs through inference based on what's in the maps and the released MCDs, except that these ships use tiles and art that I cannot find. Either the maps would have to be modified to not use those tiles (a generally bad idea, as Volutar states), or new art would have to be thought up and drawn for them. An example of the tiles in concern are the pyramid-shaped UFO hulls I rigged up (which look decent to me, though the shading makes them look a bit weird), but the inside of the large harvester needs a fair bit of work.

So, yeah, if I was to build some playable MCDs for those pyramid-shaped craft, would you be interested in coming up with some new artwork to fill in the gaps where required?
Title: Re: UFO upgrades
Post by: luke83 on May 15, 2012, 02:21:42 pm
Hey they look cool , since there original un-used data i would love to re-build them, the question is can i build them onto the end of my current ufo  MCD/PCK set ( i was trying to keep things simply by just adding my UFOL83 set to the end of all ufo types and make it a cover everything i need for a 90deg rotation, not sure IF this will work with these also but i would love to try)?

I guess if they fill new CLASSes of UFO i could create new Sets just for them and tack my file on the end if needed but i am unsure IF/When i can add new UFO classes. Daiky / Supsuper How can i create new types of UFOs?

If you can send me what you got we can decide how best to move forward ;) This would side track my project slightly from its original plan but i think it would be worth it  ;)  Make me think of SG1

On a personal note my progress has been slowed lately because i have become addicted to watching " The Living Dead" . Almost finished season 2 so i guess i will be back to building Ufos this weekend :P
Title: Re: UFO upgrades
Post by: Bomb Bloke on May 15, 2012, 03:10:30 pm
These require entirely different MCDs, so they have to be separate from anything compatible with the UFOs we're used to. This is because the MAPs are already written - there's no "tacking new tiles" on the end.

Anyway, if you stick this (https://www.ufopaedia.org/index.php?title=File:U_PYRA2.zip) in your terrain folder, you can tell MapView to use it with the PSCOUT/PABDUCT/PHARVEST maps. If you get it to show the actual MCD data you'll see it's all pretty much the same tile repeated over and over with different art assigned to each copy (I'll build a "proper" MCD tomorrow evening maybe - getting late here right now), but it'll still give you a good idea as to what art is missing.
If you look real close you'll spot some tiles that were obviously present to deal with a slightly different rendering engine. For example, if you put a north wall and a south wall within the same tile, the game automatically crops them to avoid a weird graphical overlap effect. It seems at one stage this auto-crop function didn't exist, as these maps have extra wall tiles for this situation which appear to've been pre-cropped.

If you don't know what I mean about the tile cropping, MapView doesn't do it, so that makes it pretty obvious to see what I'm on about. Have MapView show you some UFO base modules and pay attention to where the walls meet - you don't see that problem in these old maps, because they were pre-built not to have it in the first place.

One day I'd really like to build a MCD for MAP3.MAP and MAP4.MAP, which aren't map modules - they're entire battlescapes! They don't use MCDs like any of the other terrains though, and I can't see any solid clues as to what the general appearance of them would've been like (though I know they contain buildings with staircases and elevators). They'd've either been some sort of urban area, or some sort of base.

Edit:

Oh, and I'm not sure whether you're still interested, but my toolkit (https://www.strategycore.co.uk/files/index.php?dlid=686) can deal with InterWin.dat (https://www.ufopaedia.org/index.php?title=INTERWIN.DAT) for you (along with pretty much any other image file the game has). I'm not aware of any other tool that will, though as others have mentioned it's a simple format.
Title: Re: UFO upgrades
Post by: luke83 on May 16, 2012, 09:41:20 am
Hey BombBloke , these seam to work rather well with the alien U_wall02 group , I just shaped the outside HULL of the ship and chucked some interior walls inside and it looks pretty good to me. Judging by the PCK images i dont think they were meant to be used this way but since OpenXcom has no MCD restriction i think it may be worth discussing.
Title: Re: UFO upgrades
Post by: Bomb Bloke on May 16, 2012, 10:11:45 am
Well, yes, if you're wanting to make new ships like that then you should be able to mix the MCDs however you like. Perhaps mix the pyramid hulls with the more familiar curved ones, I guess?

I don't intend to be leaving U_PYRA2 as one giant set that represents entire UFOs on its own, though - I'll be splitting it up into smaller sets.
Title: Re: UFO upgrades
Post by: luke83 on May 16, 2012, 11:55:49 am
So the missing MCD and thoughts/ hints as to what they should be ? Can you find anything that hints to what they should be?
Title: Re: UFO upgrades
Post by: luke83 on May 16, 2012, 02:51:28 pm
Just been playing around with this UFO. I think we need a Rotated Cow ( Half done unless someone has another animal) also maybe a rotated basin also.  I dont think those seats should be everywhere , they just dont look right.
Title: Re: UFO upgrades
Post by: Volutar on May 16, 2012, 02:54:46 pm
Chairs near lower powersources are wrong indeed. I don't think anything should be there.
Title: Re: UFO upgrades
Post by: luke83 on May 16, 2012, 02:57:04 pm
Thats how the map loads up , i think it needs a few adjustments ;)

I didnt know these UFO existed , Now i do i will expand them into my set also the more variety the more FUN  8)
Title: Re: UFO upgrades
Post by: Bomb Bloke on May 16, 2012, 02:57:54 pm
Here's some new MCDs/PCKs (https://www.ufopaedia.org/index.php?title=File:PyramidShipMCDs.rar). These ones are very nearly perfect - I've filled in some missing blanks with open doors and destroyed tiles (the destroyed tiles might not've been in the original, but hey, why not?), and just about all tiles have correct properties now (only thing really missing is the correct SCANG data for some of the new tiles). That means it's now possible for units to walk through the craft, bullets will interact with them correctly, doors will open and so on.

Load them in the order of: U_EXT01.MCD, U_WALL01.MCD, U_DISEC1.MCD then U_OPER1.MCD. Discard the old "pyra2" mock-up set.

As for the remaining blanks? Use your imagination!  :)  If the tile is currently represented by a question mark, then it truly could be anything. If I've assigned it a numbered sprite, then that means you should look at where that sprite is used in the PHARVEST map, and give it art that suits that location.

A rotated cow was also my thought, but it'll have to be somewhat smaller then the original (which is made up of nine tiles all up, if you include the hanging rods above it).

Keep in mind the seats are used in the PABDUCT and PSCOUT craft too - if you change them to something else in PHARVEST, then you end up changing them to something else in all three maps. If you can think of something more suitable though, then go right ahead, as your guess is as good as mine... Whatever looks good.  :)
Title: Re: UFO upgrades
Post by: luke83 on May 16, 2012, 03:08:13 pm
BombBloke , are you planning on adding these to the original game ? If so How many spare MCD/PCK can i use?

For Openxcom...
Any Objections if i remake a the maps ? I think i will need to create either a expanded U_Disec1 OR maybe make a U_Disec2 and just tack it onto the end to handle the New data ( i prefer option 1 BUT the second option save me fixing previously created maps). Also i can think of a few additional tiles for U_ext01  ;D

Also i dont know what SCANG data is :-[

I will have a look at these this weekend :)
Title: Re: UFO upgrades
Post by: Bomb Bloke on May 16, 2012, 04:18:54 pm
I've been sorta intending to throw these into the original - I can think of a way to have BBMod load them in which'd deal with the intercept screen and everything, some of the things it does already are much trickier. The unaccounted-for map codes can be used however you like, this won't affect the game's ability to load them... it's only adding tiles that's ever a problem, but you shouldn't need to do that unless you want to alter the maps (the limit in the original game is 106 tiles total for a UFO).

It doesn't really worry me if you do want to do that. I'd like to see them in as close to their original state as possible, but it's simply not possible to get them 100% anyway short of some dev showing up with the original files. I would prefer to see you adding extra MCDs onto the end of the load order though, rather then trying to add extra tiles into the middle of it, as if you insert tiles then you end up with one set of MCDs that only work with the original maps and one set or MCDs that only work with the altered maps. As opposed to one large set that works with both and one small set that's only needed for the altered maps.

But at the end of the day it really doesn't matter either way, because you still need to distribute custom data to get the things to load with either UFO:EU or OpenXcom - if you're already getting people to download custom MCDs, why not custom maps as well? The file sizes are still tiny, even for the floppy disk age.

Frankly if you want an expanded u_disec1 then your best bet is to just use the u_disec2 that shipped with the actual game...  ;)

SCANG is short for Scanner Graphics. Each tile has an index which points to the overhead map image it should use, same as how each sprite has an index into the PCK table for its regular appearance. Only unlike the PCK list, the SCANG image table is always the same no matter what terrain gets used.

https://www.ufopaedia.org/index.php?title=SCANG.DAT (https://www.ufopaedia.org/index.php?title=SCANG.DAT)
Title: Re: UFO upgrades
Post by: luke83 on May 16, 2012, 10:26:07 pm
OK, i will try to build a original set first compatible wit the original game,  Later i will do the same thing i am doing with the other UFOs and expand the content.
Title: Re: UFO upgrades
Post by: luke83 on May 18, 2012, 01:18:34 pm
OK so rotated cow did needs some shading changed , i need a engineers workbench to go in the UFO power source room instead of some chairs and i am running out of MCD to do all the cows Feet BUT its starting to take shape  :P
Title: Re: UFO upgrades
Post by: Volutar on May 18, 2012, 03:42:55 pm
I have to say, that south outer pyramid wall tile should be redrawn. This gradient jag drive me mad.
Title: Re: UFO upgrades
Post by: moriarty on May 18, 2012, 03:59:55 pm
but Volutar, that is part of the alien's plan: driving sensitive people mad just by using jagged gradient paint on their UFOs  ;D
Title: Re: UFO upgrades
Post by: Bomb Bloke on May 19, 2012, 12:33:55 pm
My art's "jagged", is it?  ;D

Anyway, yes, part of my hopes involve having luke redraw the hull for me.  ;)

Looking good so far, luke. If you want more tiles, seriously, just make another MCD and stick it on the end. You may want to use your custom deer and so on with other maps and it'll make it a lot easier having it in a file on its own... In fact the more you subdivide your sets, the easier it'll be to make more diverse maps in future.
Title: Re: UFO upgrades
Post by: luke83 on May 19, 2012, 01:42:13 pm
I don't have a Deer , Didn't Hobbes make one at some point, would love the PCK files if anyone has it.

BombBloke you know i am not artist right ? My skills generally involve a lot of Cut/paste and Bucket-fill :P  Currently the Hull doesn't bother me ( actually i like it) i just want to get the inside graphics handled then try to fix the MCDs up that i am adding.

 On a side note i am cant stop thinking about HOW to use these in game. Would love to see them used by another offshoot of the aliens that left Mars when it stopped supporting life. Maybe once the brain gets killed have these bad boys rock up with some new aliens to help out the old ones. Double the armour on the ships , some new weapons, new aliens to mix with the old.  Have there base on a Massive Hive Ship.
Title: Re: UFO upgrades
Post by: luke83 on May 21, 2012, 02:17:32 pm
OK so i basically have all the art required for U_disec1 which means the harvester unit is basically done. The problem is i cant see any destructed terrain for some of these objects within the existing set. This is not a huge problem as i have 2 empty spaces i can use for the lasers but then i would need to manually do all the MCD side of these to make it all work... Currently i still have not tried to use MCDEDIT and it may be quicker for me to REMAKE this MCD set from scratch with all destroyed units included instead of manually correcting every MCD. Then i would need to distribute updated map files to work with these MCD but i dont think no one will really mind.


This is the File so far...https://www.mediafire.com/download.php?dwkf4fj2jashcu3


To be honest i really have not done so much as i have taken on a training course, so my free time over the next few months to work on Openxcom mods will slow , but i will try to do a few things per week;)
Title: Re: UFO upgrades
Post by: luke83 on June 01, 2012, 06:10:36 pm
Just a update..... Been making slow progress due to some study commitments , should have have the last 5 Routes for the large Scout UFO done within the week so i will make them available to be tested right away.  At least then someone can start testing in openxcom and give me some feedback on the new internal layout and spawn points.

Also i get a error when i try to use these in game , Daiky can you have a quick look into this?
Title: Re: UFO upgrades
Post by: Daiky on June 10, 2012, 05:58:17 pm
I 've send you a PM. Filenames are not case-sensitive but the names have to match, you made a little mistake in the ruleset file :-)
"Failed to load MAP" must have given you a hint, but maybe it is interesting that I put the filename it is trying to load in the error message.

Testing your UFO's in openxcom and so far they seem to work.
Title: Re: UFO upgrades
Post by: luke83 on June 18, 2012, 02:42:49 pm
OK i have uploaded a Sneak Peak of my new ufos onto my storage site. Currently i still need to work on some custom art for them but you should find about 20 small ufos to play with.

Please give them a go and provide feedback ( positive or negative) as i want to know everything is Good before i start the larger UFOs.
Title: Re: UFO upgrades
Post by: luke83 on June 20, 2012, 01:37:59 pm
New UFO Mini Computer, the rotation of the buttons on top are wrong ( will try again later) but just one of the new items for my UFO Upgrades.
Title: Re: UFO upgrades
Post by: moriarty on June 20, 2012, 05:40:05 pm
very cool, luke83's UFO building kit will probably be released in the near future, available at a hardware store near you... build your personal UFO! full functionality not guaranteed  ;D


that mini computer would then correspond to a 1x1 UFO navigation? very nice, especially for small UFOs.
it does appear to be a bit small in terms of height, though. the poor Alien Navigator who has to operate it will probably suffer from back aches :)
Title: Re: UFO upgrades
Post by: luke83 on June 21, 2012, 01:53:53 pm
Why shouldn't he suffer from back aches i had to from building all these ufos :P

I will Re-work my custom art at a later date ( most likely when i am sick of building new ufos i will switch back to fixing my art) Tonight i finalised the MCD set that replaces U_Disec2, U_disec3 comes fully loaded with a rotated cow and destructable blood tanks :P  Place holder art is set , some spare floor tiles also made it in ( a small mistake but it it wont hurt) so now i am ready to build some Harvesters. ( Original harvester shown with all side effects from updating MCD/PCK set have been fixed)
Title: Re: UFO upgrades
Post by: luke83 on June 26, 2012, 01:49:59 pm
OK here is one sneak peak at a New harvester layout , feedback anyone?
Title: Re: UFO upgrades
Post by: michal on June 26, 2012, 02:14:27 pm
Cool, as usual :)
Title: Re: UFO upgrades
Post by: moriarty on June 26, 2012, 02:57:59 pm
very nice. I look forward to seeing these in the game!
Title: Re: UFO upgrades
Post by: luke83 on June 29, 2012, 02:17:52 pm
5 Harvesters done, 5 more to go. Here is another sneak peak, currenlty i am not 100% happy with level 1 on this one ::)
Title: Re: UFO upgrades
Post by: SupSuper on June 30, 2012, 05:25:16 am
You sure have a thing for abducting cows. :P

What is that blue thing in the corner outside the last UFO? Cursor? ???
Title: Re: UFO upgrades
Post by: luke83 on June 30, 2012, 06:02:03 am
"What is that blue thing in the corner outside the last UFO? Cursor? ???"
just some ropes with cows feet attached , they have already been removed :)

Good to see you back online Supsuper  ;D
Title: Re: UFO upgrades
Post by: Daiky on July 01, 2012, 10:30:10 am
Great to see you back SupSuper, you need to help out, I can't satisfy the openxcom community on my own anymore, they're out of control, waaaa :p
Title: Re: UFO upgrades
Post by: luke83 on July 01, 2012, 10:39:01 am
its all for the greater good :P
Title: Re: UFO upgrades
Post by: moriarty on July 01, 2012, 10:53:33 am
Daiky, SupSuper you just need to channel our energies!

we are so excited about finally seeing an xcom "port" that works and is moddable and everything, and want to help in any way we can! :)


really, now, if you can think of anything I can do to help the game, tell me!  ;D Unfortunately I'm not a coder, although I understand some of the logic behind it.  :-\
Title: Re: UFO upgrades
Post by: luke83 on July 02, 2012, 02:43:44 pm
Another sneak peak , only 2 levels this time as i need to go do the washing up :-[
Title: Re: UFO upgrades
Post by: luke83 on July 05, 2012, 01:47:06 pm
OK so far i have 9 harvesters , i need one more before i can start moving onto setting up there spawn points....Such a long process , i hope people use them when i am done :P
Title: Re: UFO upgrades
Post by: luke83 on July 07, 2012, 02:55:26 pm
OK i now have 10.5 Harvester UFOs ( Yes 10.5 , the .5 UFO will be finished when i can stand to look at the UFO again as i am officially sick of looking at the harvester UFOs). Over the next week i will start doing there Spawn Points.

After this massive UFO set of mine is done i am only doing small Mods , if i pick any other large jobs i want someone to smack me :o
Title: Re: UFO upgrades
Post by: luke83 on July 27, 2012, 05:07:51 pm
Next version of UFOs is available for download , please try to find any bug :P

https://openxcommods.weebly.com/index.html
Title: Re: UFO upgrades
Post by: luke83 on August 03, 2012, 04:32:15 pm
FYI: i have started work on Abductor UFOs .

With OpenXcom v0.4 supporting all UFOs on geoscape , maybe someone can start testing these ufo before i finish and find out None of them work :P
Title: Re: UFO upgrades
Post by: luke83 on October 03, 2012, 03:10:39 pm
Should have the next release of my Expanded UFOs out this weekend , just have a few bugs to fix before i upload them. So that's Medium scout , Large scout, harvester and Abductors completed.
Title: Re: UFO upgrades
Post by: luke83 on October 11, 2012, 01:20:20 pm
There was a small delay , but V0.4 of these UFO are ready to go - tested on Gitbuild 2012_09_30_1528.zip - built 2012-09-30 13:31
Title: Re: UFO upgrades
Post by: mercy on October 12, 2012, 12:25:47 pm
Can't wait! Refreshing main page daily for 0.4.5!
Title: Re: UFO upgrades
Post by: luke83 on October 26, 2012, 03:41:52 pm
OK so works been a killer lately , has not left me much time to work on these but you will be glad to know that tonight i am almost finished the Rotated Terror ship :)  This is big news for me as getting the outside hull correct for the rotated version of the original ufo is the hardest part , once its done its easy to build a few different types ;)    Wont be long until i have a full set to start showcase to the community.
Title: Re: UFO upgrades
Post by: hsbckb on October 26, 2012, 04:49:29 pm
luke83, thanks for your excellent work!

Rotated version of UFOs should be included in the normal game.
Title: Re: UFO upgrades
Post by: moriarty on October 26, 2012, 07:39:43 pm
luke83, thanks for your excellent work!

Rotated version of UFOs should be included in the normal game.

+1 for that.

I think all battlescape elements should exist in all rotations. that would add a whole lot of variability to the game. also, it could enable us to actually include a routine for rotating the camera eventually :)
Title: Re: UFO upgrades
Post by: luke83 on October 27, 2012, 02:31:01 pm
First new design
Title: Re: UFO upgrades
Post by: kkmic on October 28, 2012, 11:48:32 am
Is it me, but there are some graphical glitches on the second level?

Below the two "eyes" in the corridor, and on the left edge...
Title: Re: UFO upgrades
Post by: Yankes on October 28, 2012, 12:13:38 pm
you mean this big hole in floor? Its hard to spot :)
Title: Re: UFO upgrades
Post by: luke83 on October 28, 2012, 12:24:54 pm
No its not a glitch , just like the original UFO design , i have added trap doors for the Large units to DROP down on your head, this was a important feature of the original UFO so i have been working it into the new designs. it may end up with the half walls on the long sides yet , i will wait until i see it in game before i make that decision ...

Another variation for the collection.
Title: Re: UFO upgrades
Post by: luke83 on October 28, 2012, 12:30:19 pm
original Trap Door shown in Openxcom 0.45

See i am not crazy :o
Title: Re: UFO upgrades
Post by: pmprog on October 29, 2012, 09:25:12 am
Interesting there's only a single door so large units can't actually get through to it  ;)

Good work, keep it up
Title: Re: UFO upgrades
Post by: luke83 on October 31, 2012, 12:42:58 pm
another one complete ( mostly), so i just need one more design and then i am up to Spawn points :) I Need to get these UFOs done before xmas 8)
Title: Re: UFO upgrades
Post by: zpmorgan on February 24, 2013, 08:48:32 am
Hi Luke

I've packaged this mod as a branch on github. All of your extra files, as well as the necessary ruleset changes, are in bin/data. I had to change some filenames because of case sensitivity on Linux.

https://github.com/zpmorgan/OpenXcom/tree/Mod-luke83-UFOs
Title: Re: UFO upgrades
Post by: Aldorn on March 30, 2013, 04:39:12 am
Luke,
I just tried some of your new medium and large scouts, they are simply awesome
What a great idea to make these ufos "anytime" differents !
Title: Re: UFO upgrades
Post by: luke83 on March 30, 2013, 04:56:47 am
Luke,
I just tried some of your new medium and large scouts, they are simply awesome
What a great idea to make these ufos "anytime" differents !

 I am glad you like them, there actually rather fun to make when your only working on 1 or 2 , when your trying for around 10 of each design it losses it charm ;). I wish i had time to finish the project , i am hoping someone will offer to start work on one some the larger designs working off my base files to help me finish the project ??? maybe oneday
Title: Re: UFO upgrades
Post by: Aldorn on March 31, 2013, 01:16:51 am
I imagine this needs some competences and some tools mastery to do such a job, and for sure a bit of imagination...

Perhaps could you give us some information about how you work, with which software, or give any link, so that people have an idea where they put their feet... - french expression, hope you will understand ; if not, just imagine, it is part of your job  ;)


Luke, I would have a question, and you should certainly be able to give me an answer :

How is it possible to know how many spawnpoints do exist in each category of ufo (small scout, medium scout, ...), and, if you have any idea, outside ufos ?

I ask it in order to change ruleset, as I need to know maximum limit of possible aliens inside/outside.
Title: Re: UFO upgrades
Post by: luke83 on March 31, 2013, 08:23:45 am
I imagine this needs some competences and some tools mastery to do such a job, and for sure a bit of imagination...

Perhaps could you give us some information about how you work, with which software, or give any link, so that people have an idea where they put their feet... - french expression, hope you will understand ; if not, just imagine, it is part of your job  ;)


Luke, I would have a question, and you should certainly be able to give me an answer :

How is it possible to know how many spawn points do exist in each category of ufo (small scout, medium scout, ...), and, if you have any idea, outside ufos ?

I ask it in order to change rule set, as I need to know maximum limit of possible aliens inside/outside.


for information on HOW to do these things , on the Modsite , there is a How To section we added to help others get there head around modding, i have also made some Youtube videos showing the basics of how to use the map edit software.

Links :
ModSites HOW TO section : https://openxcommods.weebly.com/how-to.html
Youtube Channel : https://www.youtube.com/user/OpenxcomMods?feature=watch


As for upper limits on how many spawn points on a map,  honestly i jsut add enough to make it interesting , since openxcom has very few limits , i didn't see any reason to stick to a limit, on the smaller ships they should be similar spawn point amounts as per the original files , on some of the bigger one, they could be anything as i had more room to be creative.


If you read through those How To's and still have questions feel free to PM me.

Title: Re: UFO upgrades
Post by: Warboy1982 on April 01, 2013, 07:23:32 am
if i wasn't busy chasing bugs...
Title: Re: UFO upgrades
Post by: luke83 on April 01, 2013, 08:38:50 am
IF i wasn't busy trying to understand all this compulsory mathematics within my Tafe course i would be back to modding, i haven't done and real maths since high school (13years ago) and even then i only just scraped by :)
Title: Re: UFO upgrades
Post by: Aldorn on April 01, 2013, 09:43:30 am

for information on HOW to do these things , on the Modsite , there is a How To section we added to help others get there head around modding, i have also made some Youtube videos showing the basics of how to use the map edit software.

Links :
ModSites HOW TO section : https://openxcommods.weebly.com/how-to.html
Youtube Channel : https://www.youtube.com/user/OpenxcomMods?feature=watch

I had a look at it, effectively it seems to take much time to make a new UFO.
I think I should first try to make my own small UFO, for training purpose, to know if could be of any help.
Title: Re: UFO upgrades
Post by: luke83 on April 01, 2013, 09:57:10 am
by all means, try any ufo or even a house block , the basics are the same no matter which mapblock you try to MOD. Also i suggest , you watch the youtube videos if you have not already to give you a better feel of how everything works. To me, designing the map block is the fun bit, settup up the spawn/movement nodes , not so much fun :P
Title: Re: UFO upgrades
Post by: Aldorn on April 01, 2013, 07:30:57 pm
I do not know exactly when, but I will try to get some super powers and become a "Spawnerman"
For the moment, I would want to try new features and rulesets possibilities, but I would be honored to help you if possible, perhaps in discharging you of spawning task so that you can concentrate your efforts on designing.
Title: Re: UFO upgrades
Post by: Aldorn on April 19, 2013, 02:57:10 pm
If anyone would have some documentation about spawn nodes, I would be glad to have it...
For example :
- use of "Flags" attribute
- use of "Spawn" attribute in case of value different from 0 or 1
- an accurate definition (impacts) of Rank value "0:Civ/Scout"
Title: Re: UFO upgrades
Post by: Warboy1982 on April 19, 2013, 03:21:21 pm
detailed documentation available here:
https://www.ufopaedia.org/index.php?title=ROUTES.DAT (https://www.ufopaedia.org/index.php?title=ROUTES.DAT)

flags: higher number = higher priority target for aliens (only comes into effect during base defense missions), otherwise used for priority of patrol destinations.
spawn attribute: some kind of probability of a unit spawning there? not sure myself tbh.
rank value 0: on ufo recovery missions, a certain percentage of aliens will be designated as "scouts", spawning outside and patrolling outside, in terror missions, these nodes are used by civilians.
Title: Re: UFO upgrades
Post by: luke83 on April 19, 2013, 09:31:04 pm
Understanding of what everything does it still speculative on some of those functions as remember the game was not released with MOD tools, Fans have been building them with no guidance. The Most experienced MOdders ( Zombie ,bombloke or Hobbs) would be the best people to direct some questions at as they have been modding this game for years, most of them live on stratergycore site.

My advice is , do one map how you think it should be, load it into Openxcom and test it. You can view the entire map by pressing "D" ( from memory) as long as you have debug mode active in the config. That way you can quickly check no one is spawning inside a wall and none of my tiles are placed wrong. The Node placement and Linking them together is what takes so long to do, fixing a few Flags is still quiet fast should you do something wrong.

I may not know what every flag does, but the maps Spawn aliens each time in different locations and they still try to kill my agents......As such i am happy :P
Title: Re: UFO upgrades
Post by: moriarty on April 20, 2013, 07:47:20 am
(actually debug hotkey has been changed to... CTRL-d or something? I can't find the forum post right now. I think you also need to activate debug mode in the config file.)
Title: Re: UFO upgrades
Post by: luke83 on April 20, 2013, 08:03:06 am
Gosh , it must of been a while since my last UFo update then  :-[
Title: Re: UFO upgrades
Post by: wsmithjr on June 17, 2013, 04:50:44 am
Recently found Openxcom and the various mods.  Very interested in the new ships.  I've copied all the files from the mod into their respective folders.  However, when I run the game, after selecting "New Game", it crashes with the message:  yaml-cpp: error at line 4707, column 9: key not found: inDogFight

I've made no other changes to the files and without the mod files, it runs correctly.  Thanks for any help.
Title: Re: UFO upgrades
Post by: luke83 on June 17, 2013, 02:33:36 pm
Are you creating your own Ruleset ? The one i included in the uplaoded files is very old, you will need to manually add the differnt UFO names into the ruleset, Honestly its been that long since i have played OXC i dont know everything that has changed.

If you want , post a upload of the Ruleset your using, maybe i can find time to to update some of these old Mods.


******UPDATE******

There is a NEW RULESET that i just tested been added into the UFO download file on the MOD SITE : HERE IS A LINK
openxcommods.weebly.com/uploads/1/1/8/4/11849982/lukes83_expanded_ufos_v0.4a.zip
Title: Re: UFO upgrades
Post by: 54x on June 18, 2013, 12:30:55 pm
Shouldn't you just be able to use the changed data now, and add the extra ruleset to your userconfig file?

That would mean it would stay compatible each time the base ruleset file is updated.

I've attached an example ruleset, although essentially the work is just deleting all data that isn't under the heading "ufos:". (I had to add a .txt to the end so the board accepted the file, just delete the extra extension)

That reminds me... we need a UI for adding additional rulesets ingame if we're going to use them for all of the softcoded changes.
Title: Re: UFO upgrades
Post by: pmprog on June 18, 2013, 01:13:16 pm
That reminds me... we need a UI for adding additional rulesets ingame if we're going to use them for all of the softcoded changes.
It's been discussed, my suggestion was a lot more integrated, but certainly for an opener adding something where you can just activate/deactivate mods that are already installed would be pretty neat.

https://openxcom.org/forum/index.php/topic,1317.msg11952.html#msg11952

I might see if I can have a stab at something later
Title: Re: UFO upgrades
Post by: 54x on June 18, 2013, 01:16:08 pm
It's been discussed, my suggestion was a lot more integrated, but certainly for an opener adding something where you can just activate/deactivate mods that are already installed would be pretty neat.

https://openxcom.org/forum/index.php/topic,1317.msg11952.html#msg11952

I might see if I can have a stab at something later

Well, having a ruleset downloaded and having it enabled are two different things. Having the advanced options screen scan for additional rulesets and allow you to turn them on and off would be brilliant.
Title: Re: UFO upgrades
Post by: moriarty on June 18, 2013, 01:24:24 pm
luke, in your expanded UFO mod there are two files that overwrite original files. I don't know what they do, but do you think it would be possible to "externalize" them, too? so that the original data stays intact, but the updated versions are used, sitting in the resources folder instead? or is that a job for our programming team, to allow externalization of these files?
Title: Re: UFO upgrades
Post by: luke83 on June 18, 2013, 01:47:15 pm
From memory, i added some info to the Original data files also as i always intended these to simply be a Replacement of Original UFO ( the original SHAPE UFOs are included so why would you need to turn these OFF ever) i need to confirm this! Undoing any possible change may require re-working the entire set ( and for me, under current time restictions, that is personally undesirable).

If you want to make it interchangeable , just changes the names to something else on the MCD sets and in the Rulesets, then original data stays intack and My data does not need to be re-done.

54X : Last time i tried the Extra Ruleset option it was still very new and full of Bugs, I have not even played OXC in over 6 months and just wanted to make sure it still worked. I was goign to try to find time to work on the Next set of UFO's this weekend as i just need to do the SPawnpoints , then i will make a NEW update, i may finish these this week or in 2 months , i make no promises.

Moriarty:
By Externalise , what do you mean ( sorry i have been out of the loop for so long)??? When i started this project, only original map formats were possible, so my mods had to fall within these rules, if their is new options now i dont have a working understanding of them :-[ 

Its not that i mean to be SLACK and not support my creations , time currently is very scares and i would welcome any help in Updating my current Mods lists or creating NEW MOD videos to go on YouTube.


***update***

I dont think i did change anything in EXT_02 , i think i have just copied it over by accident , It is the File "U_Disec3" file i was thinking off , but it has a different name as the original version of this is "U_DISEC2" so there should be no issue switch beteen my COOL mods and the boring originals :P

Also, i have just set up my MOD tools again in a new VM so it should be easier for me to do some here and there :)
Title: Re: UFO upgrades
Post by: wsmithjr on June 18, 2013, 03:26:25 pm

There is a NEW RULESET that i just tested been added into the UFO download file on the MOD SITE : HERE IS A LINK
openxcommods.weebly.com/uploads/1/1/8/4/11849982/lukes83_expanded_ufos_v0.4a.zip

Thanks.  That's very helpful and I had fun playing my first new ship.  Just finding Openxcom, I don't know anything about creating my own ruleset.  Probably should start figuring it out, though.
Title: Re: UFO upgrades
Post by: moriarty on June 18, 2013, 03:37:43 pm

Moriarty:
By Externalise , what do you mean ( sorry i have been out of the loop for so long)??? When i started this project, only original map formats were possible, so my mods had to fall within these rules, if their is new options now i dont have a working understanding of them :-[ 

yeah, I meant the TERRAIN\U_EXT02.pck and .tab - I think they do have different sizes, though, so I thought you did change somthing about them?

with "externalize" I meant that the graphics or other necessary files don't change original files, but go in the "resources" folder, with the ruleset file telling OX where to look for them. It is one of the latest and coolest changes/additions that warboy implemented, and to be honest, I don't have a complete grasp of this yet either... but if you say that the inclusion of U_EXT02 was an accident, I guess it doesn't matter at all :P
Title: Re: UFO upgrades
Post by: luke83 on June 18, 2013, 10:05:42 pm
1 am 90% sure,  i will confirm this weekend :)














Title: Re: UFO upgrades
Post by: Warboy1982 on June 19, 2013, 06:29:47 am
with "externalize" I meant that the graphics or other necessary files don't change original files, but go in the "resources" folder, with the ruleset file telling OX where to look for them. It is one of the latest and coolest changes/additions that warboy implemented, and to be honest, I don't have a complete grasp of this yet either...

https://openxcom.org/forum/index.php/topic,430.msg11996.html#msg11996 (https://openxcom.org/forum/index.php/topic,430.msg11996.html#msg11996)
Title: Re: UFO upgrades
Post by: luke83 on July 01, 2013, 02:10:43 pm
Since PMPROG has started working on Mapview  i have almost finished the Terror Units UFOs so there almost ready for testing, now don't expect 10 of each type now i am getting up to the big ones, to start with i will try to complete the set with 4 of each of the final 2 ufos , then i need to support any other "Unused " UFOs i can find in my original game install to bring them to life , as such Coders be warned , in the near future i will need to able able to specify new UFoPEdia entries, UFO combat images of any new designs and add new ships when needed :P

Once all normal UFOs are done, Pyramid ufos are next. As some of you know, i am planning a few changes to them.
Title: Re: UFO upgrades
Post by: Warboy1982 on July 01, 2013, 03:03:33 pm
you might be pleased to know, i've already coded in functionality to add new sprites for new UFO types, for interception AND ufopaedia entries.

example as follows:

Code: [Select]
ufos:
  - type: STR_SMALL_SCOUT
    modSprite: smallScoutSprite
extraSprites:
  - type: smallScoutSprite
    width: 160
    height: 52
    singleImage: true
    files:
      0: Resources/Mods/smallScout.png

make sure you use the geoscape palette, and have fun ;)
Title: Re: UFO upgrades
Post by: luke83 on July 01, 2013, 03:10:22 pm
Excellent so the only thing holding me back is time ;)
Title: Re: UFO upgrades
Post by: wsmithjr on August 15, 2013, 08:17:55 am
I believe there is a "hole" in one of the inner walls on one of your Large Scouts.  When you open the door, you can see into the center room.  Maybe it's intentional, but it doesn't look like it should be.

Thanks.  Really enjoy the variety in the ships and looking forward to when you can complete the set.
Title: Re: UFO upgrades
Post by: luke83 on August 15, 2013, 10:58:23 am
I will have another look at these UFO soon to try to track that error.

Next set is built but not tested, do you want to save me the time and do the testing for me?
Title: Re: UFO upgrades
Post by: Align on August 15, 2013, 03:51:13 pm
I dunno about some of these, the original made a point of having every ship have the power sources in the exact center of the UFO, or equidistant from it when there's several. Which made sense since elerium generates anti-gravity waves and you'd want that affecting the center of gravity evenly lest your ship get snapped in half by conflicting forces.

They were also generally kept out of the way, to the side of the main corridors, presumably so they wouldn't get caught in crossfire so much, but alien ergonomics certainly aren't flawless...
Title: Re: UFO upgrades
Post by: wsmithjr on August 16, 2013, 06:15:24 am
Next set is built but not tested, do you want to save me the time and do the testing for me?

Sure, I'd be happy to test ... except I can't for the next two weeks as I'm away for work.  But, would be happy to fiddle with them when I get a chance.

I dunno about some of these, the original made a point of having every ship have the power sources in the exact center of the UFO, or equidistant from it when there's several. Which made sense since elerium generates anti-gravity waves and you'd want that affecting the center of gravity evenly lest your ship get snapped in half by conflicting forces.

They were also generally kept out of the way, to the side of the main corridors, presumably so they wouldn't get caught in crossfire so much, but alien ergonomics certainly aren't flawless...

Well, yeah.  I didn't/don't think much about the physics of the things.  I just like the variety and having different situations to deal with each time rather than assaulting the exact same ship for the 100th time this month.
Title: Re: UFO upgrades
Post by: luke83 on August 16, 2013, 09:13:57 am
Well, yeah.  I didn't/don't think much about the physics of the things.  I just like the variety and having different situations to deal with each time rather than assaulting the exact same ship for the 100th time this month.

Its a game, who cares :) i am with you wsmitchjr , i am sick and tired of seeing the same UFO's , this is why i started this mod set. If you disagree on a certain design , turn it off in your ruleset OR change it and share it with the community. I am more than happy to add anyone else's UFO's to this set IF there fully compatible.
Title: Re: UFO upgrades
Post by: Mr. Quiet on August 16, 2013, 10:51:07 am
Luke is always right when you see all the great things he's bringing to us soon yippeee ;D
Title: Re: UFO upgrades
Post by: luke83 on August 16, 2013, 11:30:21 am
Luke is always right when you see all the great things he's bringing to us soon yippeee ;D
Thats cant be  true, my wife tells me i am always wrong about everything....Everyone has different tastes in everything, i tried to keep things here simply to try to please the maximum amount of people, but you can never fully please everybody.

I also wouldnt say i am "Bringing them to you" all my work requires other peoples skills also so dont forget to thank the rest of the community also :P
Title: Re: UFO upgrades
Post by: Hadan on September 10, 2013, 10:41:05 pm
Sorry, me again  ???

I tried installing your mod. I use the newest GIT-Version and copied all file according to the ReadMe.

Ufo starts fine, i can use Geoscape the Base and I can shoot dowbn ufos, but as soon as a try to land at a crashsite, Ufo quits with "vector:: _M_range_check"
Anyone had this error before and knows what to do?

greetz
Hadan
Title: Re: UFO upgrades
Post by: luke83 on September 11, 2013, 02:11:56 pm
I use to get that error YEARS back ( when i first started this project) from memory , my rule-set had some errors.

There is a TEST version of the newest UFO online as someone was testing them for me, so feel free to download these yourself as there is a new ruleset in there + the Terror ships.

https://openxcommods.weebly.com/lukes-data.html

Look for "TEST_UFOS28082013" ....Let me know if you get that error again orf you find some MAP errors ( Or fix them for me and send me the data and i will update the set)
Title: Re: UFO upgrades
Post by: Hadan on September 12, 2013, 09:53:47 am
I downloaded test_ufos-28082013.zip, but I cant find a ruleset in there. I copied the files nonetheless, but the error stys the same.
Title: Re: UFO upgrades
Post by: luke83 on September 12, 2013, 12:53:15 pm
woops, i found where i placed it, please follow the link , i tried this just a few weeks ago and as far as i could see everything worked...

https://openxcommods.weebly.com/ufos.html
Title: Re: UFO upgrades
Post by: Hadan on September 20, 2013, 12:11:13 pm
Thank you!

Unfortunately, I still get the same error.
To eliminate all external influences, I started with a fresh install, applied the latest GIT-update and installed only your mod.
On one crash-site, I was able to start the mission and play for some rounds. I think the game crashed as soon as the UFO was supposed to come into view.

best regards
Hadan
Title: Re: UFO upgrades
Post by: luke83 on September 20, 2013, 12:13:08 pm
What size UFO and do you have a Save game?
Title: Re: UFO upgrades
Post by: Hadan on September 21, 2013, 12:27:28 pm
I tried medium & large scouts.

I have been playing around with some other mods and was getting the same error without having your mod active  :-\
I thank this time it was the Combat Armor-mod. I was able to play a small crashsite, but a terror mission crashed the instant i landed.

Maybe there is something wrong with my installation.
Title: Re: UFO upgrades
Post by: luke83 on September 21, 2013, 01:41:44 pm
Maybe there is something wrong with my installation.

I have had similar issues lately, i couldn't get my FOXC mods to work so i sent them to other people and it works fine for them, been driving me crazy for 2 weeks. TUrns out Windows was adding some hidden files into folders it shouldnt be and upsetting the OXC resource loading, Supsuper add a fix for that one today ;)

I highly recommend a Fresh install of orignal game CD just to exclude any strange things sneaking in and see if you have better luck.

I am also looking at that file you sent me now, i will add my UFO stuff into your directory and see what happens.
Title: Re: UFO upgrades
Post by: Hadan on September 21, 2013, 02:36:27 pm
It gets stranger and stranger:
Did (another  ::)) fresh install with todays git-version.
Played one mission without any mods to see if everything works fine - it did.
Then I applied just one patch, the sniper rife (which never worked before) and it worked without any problems, I just completed a mission...
I am now going to add one mod after the other to see if/when the game breaks.
Title: Re: UFO upgrades
Post by: luke83 on September 21, 2013, 02:46:58 pm
I believe there is a "hole" in one of the inner walls on one of your Large Scouts.  When you open the door, you can see into the center room.  Maybe it's intentional, but it doesn't look like it should be.

Thanks.  Really enjoy the variety in the ships and looking forward to when you can complete the set.

Just fixed these "HOLES" there was a few within that ufo set, working on building updated MOD release now.

Hadan - My ruleset is crappy, wait for Fix to be uploaded :(
Title: Re: UFO upgrades
Post by: luke83 on September 21, 2013, 03:08:52 pm
Ok , so not to Brag, but i have just been playing a few of these UFO designs of mine and they are pretty good, best of all, i dont remember the layouts ( as its been a few months) so even i get suprised when i walk into a Medical Room and find 2 aliens just wanting to die :P


tonight, i created a separate Ruleset for these, it looks like it works so let me know if something else goes wrong, find it attached below.

Also, i will try to create the next build of UFO tonight and maybe upload tomorrow, maybe we can get some more bug finders going through these then???

Also , is there any interest from the community for me to include a BLANK set of UFO in Both directions for other modders , i know i have a few ufos done already, but we could always have more :P   Let me know if anyone wants these???
Title: Re: UFO upgrades
Post by: Hadan on September 21, 2013, 03:47:05 pm
Just did a quick test, seems to work.
Played a Large Scout and a Soldier was killed through a door in the outer hull i didnt look for - which is great, it adds some long-lost sense of discovery to the game!  ;D
Title: Re: UFO upgrades
Post by: kkmic on September 21, 2013, 10:54:14 pm
Is that a water cooler or a DeusEx Augmentation Cannister? :)
Title: Re: UFO upgrades
Post by: luke83 on September 21, 2013, 11:59:09 pm
its in a medical bay, so its some kind of medical equipment :P  I just needed something to expand the maps and that was it
Title: Re: UFO upgrades
Post by: luke83 on September 29, 2013, 09:04:02 am
So better late than never, i have uploaded the next version of this mod here:
https://openxcommods.weebly.com/downloads11.html

Please can someone try this on a fresh install as i have removed a heap of unwanted files from the list and created a final Ruleset, i would hate to find i deleted something i shouldn't off.

This just leaves 2 UFO designs to go :P
Title: Re: UFO upgrades
Post by: Hadan on September 29, 2013, 09:52:32 pm
Havent played much, but there are no oblious bug as far as I can see.
Title: Re: UFO upgrades
Post by: mercy on October 21, 2013, 03:30:56 pm
@luke83   Man your new UFO's are super awesome! Thank You!! I wish the industrial maps could be upgraded so they work flawlessly and don't CTD, but that will be an insane amount of work.
Title: Re: UFO upgrades
Post by: luke83 on October 21, 2013, 09:07:37 pm
@luke83   Man your new UFO's are super awesome! Thank You!! I wish the industrial maps could be upgraded so they work flawlessly and don't CTD, but that will be an insane amount of work.
What industrial maps?
Title: Re: UFO upgrades
Post by: Svanh on October 22, 2013, 03:35:09 am
What industrial maps?

MAP3 and MAP4 I assume.

https://www.ufopaedia.org/index.php?title=Talk:MAPS (https://www.ufopaedia.org/index.php?title=Talk:MAPS)
Title: Re: UFO upgrades
Post by: luke83 on October 22, 2013, 01:45:40 pm
right, there the maps that look like there made for muitl-player , i already have plans on re doing them next year.

 I also want to bring in the unused UFOs, i even made a Basic MCDset from a file Bombbloke started.

Right now EVERYTHING is on hold as i am running out of weeks to finish my coarse and MUST do some every night for next 6 weeks :(
Title: Re: UFO upgrades
Post by: Svanh on October 22, 2013, 03:46:06 pm
I have a small problem with mapview at the moment. Whenever I hit the save button on the paths menu and close the paths menu, all items in the tab I hit the save button on (Maps, images) vanish and mapview won't detect them even though they are still in the folder. Any blank maps I create end up in the Maps directory but aren't detected when I delete mapview's settings folder and restart it.

Have you had this issue?

Good luck with your course btw.
Title: Re: UFO upgrades
Post by: luke83 on October 22, 2013, 08:58:53 pm
Yes , it sounds like your using a OLD version of mapview, they have many errors. PMPROG done some work on the source code and fixed alot of those annoying errors, please switch to his version of the code:
https://openxcom.org/forum/index.php/topic,1321.0.html

https://github.com/pmprog/OpenXCOM.Tools/tree/master/Distribution
Title: Re: UFO upgrades
Post by: Svanh on October 23, 2013, 01:27:45 am
Thanks, that fixed it.  ;D

When you update your website you will probably want to update the mapview link though.
Title: Re: UFO upgrades
Post by: luke83 on October 23, 2013, 08:54:52 am
When you update your website you will probably want to update the mapview link though.

DONE :P
Title: Re: UFO upgrades
Post by: mercy on October 23, 2013, 10:13:23 am
Couldn't open X1.pck with the new pckview or mapview. Hmm.
Title: Re: UFO upgrades
Post by: luke83 on October 23, 2013, 11:30:02 am
it will most likely be "Easier" to build MCD set from scratch ;)
Title: Re: UFO upgrades / missing ox_UFO4c.RMP
Post by: Ascadix on January 08, 2014, 09:09:14 pm
Hello Luke,

I play with your "extended UFOs", but my game just crashed on starting a UFO recovey complaining about missing "ROUTES/ox_UFO4c.RMP"

Downloaded from : https://openxcommods.weebly.com/downloads11.html and i still don't find the file in the ZIP.

maybe another download point ? or a new ZIP ?

Thanks .
Title: Re: UFO upgrades
Post by: mercy on January 09, 2014, 11:11:29 am
Good job! Looks exciting!
Title: Re: UFO upgrades / missing ox_UFO4c.RMP
Post by: luke83 on January 10, 2014, 07:41:53 am
Hello Luke,

I play with your "extended UFOs", but my game just crashed on starting a UFO recovey complaining about missing "ROUTES/ox_UFO4c.RMP"

Downloaded from : https://openxcommods.weebly.com/downloads11.html and i still don't find the file in the ZIP.

maybe another download point ? or a new ZIP ?

Thanks .

I will double check the data again this weekend, Thanks for letting me know :P
Title: Re: UFO upgrades
Post by: Solarius Scorch on January 31, 2014, 07:28:22 pm
I had the same problem twice with a Terror Ship. No message, just a clean exit. I'll attach a save game, although I'm running a number of other mods which might make it hard for you to play this. (I'm pretty sure it's your mod that causes problems; a number of times it happened that a Terror Ship map loaded, but my Skyranger obliterated a part of the ship.)

EDIT: after some hours passed, I managed to start the mission. However, this seems to be a recurring problem with Terror Ships.

EDIT 2: It happened again, this time on a Medium ship and giving me ROUTES/ox_UFO3b.RMP not found or ROUTES/ox_UFO3h.RMP not found error.
Title: Re: UFO upgrades
Post by: Mr. Quiet on February 06, 2014, 04:56:14 am
I was able to get this mod installed and I also wanted to get the terror sites mod installed too, let me know if I'm doing this correctly. I downloaded the "expanded_terrorv1" since 1.5 is outdated. Do I have to drag and drop the files contained in the folders "Newest_by_date" and  "Showcase_VM" into Data? Then I have to overwrite my Xcom1Ruleset.rul with yours. Is that everything?

Thanks Luke, your UFO mod is working swell so far! If I come across any issues, I'll pass my save on to you. Does it matter if I'm using mods? I have quite a few of the popular mods running right now.
Title: Re: UFO upgrades
Post by: Aldorn on February 17, 2014, 08:19:51 pm
Congratulations for advancement... :)
Title: Re: UFO upgrades
Post by: Greg956 on March 10, 2014, 02:58:07 pm
What's new with the update? Is there any crashes today?
Title: Re: UFO upgrades
Post by: Dioxine on March 12, 2014, 02:18:02 am
To my knowledge, some route files were simply missing and I usually worked around this by copy-paste similar .rmps.
Title: Re: UFO upgrades
Post by: TurkishSwede on March 26, 2014, 12:40:38 am
Hey Luke83! I was hoping you were still looking for some help. I have been playing with map editor and I have mostly figured it out, and because I so love what you've done with this I want to help get this fully playable and crash free, and I have all the time in the world right now to do it. In a sense, your mod made me want to mod!

Would you like to see what I've done with lg scouts, abductors and harvesters? I've mostly fixed tile placement errors, updated the nodes, and made sure to give flyers paths for all ships (esp. harvesters, to show floaters some love). I've also changed some of the harvester layouts to make it a bit harder for humans (that can't fly) to enter and reach the bridge,  but easier for floaters to move around in the ship.

I also think I've tracked down the problem with terror ships. Those will be my next project. But things like this (image) happen even when it works. Maybe has something to do with the unusual dimensions of the ship?
Title: Re: UFO upgrades
Post by: MFive on March 26, 2014, 12:44:54 am
@ Luke83

i don't know if you are still working on this mod or not, but i have some funny pics for you

https://i.imgur.com/J7R70nQ.png (https://i.imgur.com/J7R70nQ.png)
https://i.imgur.com/gLSc97D.png (https://i.imgur.com/gLSc97D.png)

basicly, my skyranger landed INSIDE of a terror ship

it would be cool for this to be a feature, but i would prefer smoke and fire around the ship(we did just shoot it down after all :) )
Title: Re: UFO upgrades
Post by: TurkishSwede on April 03, 2014, 02:07:41 am
Warning!! Wall of text ahead!! Sorry. I started this for selfish reasons. Since I put a considerable amount of work into these ships (though not nearly as much as Luke83), I thought I should share what I've done. I triple checked my work to make sure it was complete, though it's still possible I missed something. I hope my efforts are appreciated.

Since I am too scatterbrained to focus on creating a new layout from a hollowed out ship or from scratch, I simply modified Luke83's existing layouts from his latest version (that I could find) to (in my mind) better represent the alien's purpose for building them. I tried to keep the feel I thought he was going for with each design, but also tried to keep in mind that the aliens don't want their leaders to fall quickly in a seige, so I made sure the bridge isn't always easy to assault (but there are always improvised shortcuts!).

I used the vanilla ships for most of my answers when I had questions and I wanted to keep true to the vanilla ships in terms of loot. Alien alloys aside, I tried to make sure each ship has the same number of power sources, alien food canisters, alien entertainment, and UFO navigations as vanilla, though an extra UFO nav might still appear occasionally. (Some had a LOT more, I thought it unbalanced, but a few more here and there can be fun.)

@Luke83: I made a few interesting layout changes, complete with new routes. I hope you don't mind but I took a few liberties here and there. I also named mine differently so I could compare them to yours (I just removed the O from UFO for my purposes). I included my MapEdit.dat so you can compare my versions with yours also, if you wish. I'd be very interested to hear your take on my alterations.

What I did:
   Gave most ships roof patrol paths for flyers.
   Harvester interiors were overhauled to better accommodate flyers.
   Abductor interiors were overhauled to prevent easy bridge access.
   Terror Ships were made to be very scary and not to be trifled with.
       
The first zip is for Luke83 and has my name changed files with MapEdit.dat included that references both versions, the second zip is for everyone else and has all of Luke's ships that I've updated and uses a slightly doctored version of Luke83's ruleset with a few fixes (terror ships 7 & 8 should be ignored for now until they are working) and uses all the original file names for consistency.

Included and working: all 11 12 Lg Scouts, all 11 Harvesters, all 10 Abductors, 6/8 all 8 Terror Ships, and 2 4 Supply Ships (I basically just rotated it so that there are two possible orientations for the vanilla version and implemented Solarius Scorch's loading door). I haven't made any new layouts for that last one. Probably won't, either. I didn't touch his Medium Scouts, so you'll have to download his original mod for those files.

Luke83 originally made this fantastically groovy mod. I just played with it to get it to work for my purposes and since I had the time and cleverness to figure out MapEdit. I hope everybody knows how to install these and how to back stuff up. Just make sure to unzip the data folder into the openxcom folder and you should be fine.

Edit: I missed one thing on a terror ship. There was a door in a wall that didn't show up in the Map Editor but was visible in-game. Updated my files with the fix.

Edit2: I got those last two terror ships working. Also includes 2 more Supply Ships with the 3-wide loading doors (Thanks to the idea from Solarius Scorch).

Edit3: Last Update! I made sure those aliens know what's good for them in their own ships. Also found an extra Lg Scout.
Title: Re: UFO upgrades
Post by: Solarius Scorch on April 03, 2014, 03:52:07 pm
I have't checked it yet, but it looks impressive.

Will vanilla maps still come up as variants? I worry about my modified Supply Ship map with a big loading door. :) (You can totally incorporate it in your mod if you want.)
Title: Re: UFO upgrades
Post by: TurkishSwede on April 03, 2014, 08:35:36 pm
That loading bay door idea of yours seems pretty swell, great for variety. I've incorporated it (or a version of it) in this update, in which I also placed flavor panels around the outside of the second orientation for the Supply Ship (which I totally forgot to do in the first place). There is now a 50% chance that you will have an accessible 3-wide loading door for either orientation, which flyers or some such other alien may sneak out of. Might have to post someone to keep an eye on that...
Title: Re: UFO upgrades
Post by: TurkishSwede on April 05, 2014, 08:49:50 am
Update! I got those last two terror ships scary and working. I like it.

I'm pretty much done with what I set out to do.

I am now playing with the flags to maybe decipher a function for them but I'll post anything I change to the ships. I have so far observed that aliens are much more likely to abandon a node with a low flag number, and tend to defend nodes with a higher flag number. I think maybe that the flag number basically indicates the defensive value of that spot?

@Warboy1982: Hey, you wrote the AI, can you shed a little light on how the flag numbers affect alien behavior? Am I close?

Anyway, I've updated that first post of mine. Thanks, Solarius Scorch, for that cool idea of yours and letting me use it.
Title: Re: UFO upgrades
Post by: Warboy1982 on April 05, 2014, 03:30:42 pm
yeah, that's pretty accurate, the higher the node flag, the more "valuable" it is as a position to move/defend. "scouting" aliens (ones that are outside the ship) tend not to care about flags, it's more for the ones camping the control/engine rooms.
Title: Re: UFO upgrades
Post by: Solarius Scorch on April 05, 2014, 04:57:57 pm
Anyway, I've updated that first post of mine. Thanks, Solarius Scorch, for that cool idea of yours and letting me use it.

You're welcome! I'll even say that I would like everyone use it. :D

Anyway, is that update available somewhere already?

Oh, and Warboy: that's some interesting news. Thanks for confirmation.
Title: Re: UFO upgrades
Post by: TurkishSwede on April 05, 2014, 05:46:30 pm
Anyway, is that update available somewhere already?

My first post has all current updates active. Errr.. second post. The one with the stuff.
Title: Re: UFO upgrades
Post by: Solarius Scorch on April 05, 2014, 06:40:15 pm
My first post has all current updates active. Errr.. second post. The one with the stuff.

Ah, okay.
However, it's not very handy; if it's the first post, fine, but looking for the right one in such a long thread as this one...
Perhaps you could change the initial post AND also add it in your last post, the one where update is announced?
Title: Re: UFO upgrades
Post by: TurkishSwede on April 07, 2014, 09:59:30 am
I'm sorry for the delay and the confusion. I had to focus on quickly finishing this fully to my satisfaction, after Warboy's revelation I had to fully balance all the maps real quick. The update is done! I've included both versions again - First .rar is for Luke83 and whoever else wants to take a look at my alterations, and the second is everything in workable mod form minus Luke's Medium Scouts. (Edit: Also not included is the Terrain data you'll need for these maps to work, install Luke83's mod first for those.)

Second Post updated as well.

I think this is complete 100% now, and I'd like to put it in the Completed Mods section, if it's OK with everyone concerned. I would of course have to release it there with all data included, Md Scouts to Supply Ships and I would of course credit Luke83 like crazy. Would that be OK?
Title: Re: UFO upgrades
Post by: Solarius Scorch on April 07, 2014, 03:54:35 pm
Yep, it looks complete and working, so please move it to the completed Mods if Luke's fine with it. It'll be easier to find and everything :D

I personally think it would be best if you both featured as mod authors. We need to recognize collabs where we have them. (It also applies to the mod site - Jo5hua, I'm looking at you. :) )
Title: Re: UFO upgrades
Post by: LouisdeFuines on April 07, 2014, 06:08:08 pm
Installing that mod made my game crash.....
Title: Re: UFO upgrades
Post by: TurkishSwede on April 07, 2014, 07:51:45 pm
Installing that mod made my game crash.....

Immediately on load, or once a mission is started? Did you install Luke's original mod first? Md scouts will make your game crash if you didn't do that. Once this is in Completed Mods, those files will be included.

Did it say something like, [ERROR: ox_ufo1b.MAP not found] or something like that?
Title: Re: UFO upgrades
Post by: LouisdeFuines on April 07, 2014, 09:19:49 pm
Exactly, there seemed to miss a file...

Had to reinstall whole of the game with the mods.  :(


And no: I didn`t install Lukes Mod first....
Title: Re: UFO upgrades
Post by: TurkishSwede on April 07, 2014, 11:57:13 pm
Therein lies the problem. Sorry, I didn't include the Md scout files or the Terrain data with my .rar since I was only supplementing what Luke83 had already put together. (That terrain data is pretty important, too.) Installing Luke's mod then this one should fix these problems for now. I updated my previous post to hopefully avoid future confusion.

As for the whole fresh install thing to try to fix bugs, any time you try that with mods installed, you always want to first back up your Ruleset and Resources folder because the uninstall deletes those. I learned that the hard way. That's where >90% of mods put the stuff they use. Not this particular one, but most.
Title: Re: UFO upgrades
Post by: Mr. Quiet on April 08, 2014, 04:40:07 pm
Hey TurkishSwede, great work on improving this mod!! It was working for me yesterday, but had to grab Luke's files first, as you said.

Request: can you also do something with Luke's Terror Site Replacement mod? I don't even know how to get it working at its current state.
Here's the link to the download:
https://openxcommods.weebly.com/downloads12.html (https://openxcommods.weebly.com/downloads12.html)
Title: Re: UFO upgrades
Post by: LouisdeFuines on April 08, 2014, 06:31:24 pm
As soon, as this mod is in the "completed mods" area and can be installed in one step, I`ll download it :-)
Title: Re: UFO upgrades
Post by: TurkishSwede on April 08, 2014, 07:45:09 pm
Soon enough, Louis. Soon enough.  ;)

Mr.Quiet - I took a look at it. First thing I noticed was that the ruleset included is an old Xcom1ruleset. Second thing was that I couldn't get any of the maps to open in MapEdit. There appears to be a problem with his extra terrain data set with those maps, a problem I'm not equipped to deal with since I have no image editor compatible with OXC and MCD Edit fails to run on my system. I wish I could figure it out for ya, I want those to work too.

With how complex tilesets are, I think it's unlikely that a full map list could be made using only rulesets in a way that would remove the need for .MCD .pck and .tab files in their construction, and until I have a way to edit those files, I don't think I can get this working.   :(
Title: Re: UFO upgrades
Post by: Mr. Quiet on April 08, 2014, 07:54:45 pm
Thanks for trying though, Turk!

I have a question. Those two rar files you put up. I gotta install LukesextraUFOs and then install mapeditdat, right? All this after installing the original files.

It works, but I want to make sure with you this is all correct.
Title: Re: UFO upgrades
Post by: TurkishSwede on April 08, 2014, 07:58:41 pm
Install Lukes mod first, then install my LukesextraUFOs.rar into the appropriate folders, overwriting any old stuff. If you use MapEditDat, the files are named [ox_uf2a] instead of [ox_ufo2a] for comparison purposes. People that just want the mod should not download MapEditDat.
Title: Re: UFO upgrades
Post by: Mr. Quiet on April 08, 2014, 08:21:10 pm
I see thanks a lot. The way you'll get approval from the Lukeman will be through personal contact. I don't think he'll be back for awhile. I haven't seen him in months.
Title: Re: UFO upgrades
Post by: luke83 on April 09, 2014, 12:17:40 am
If someone PMs me i DO pop in ;) I am busy with Life issues, Work,family, Study, Religion are all eating up my time. Sorry everyone that my Mods are so hard to use, when i started working on all these, Modding OXC was still a dream, file swapping was the only way things worked :P
 TurkishSwede has my  blessing to continue the work on these and make it friendly for everyone to use, i will make time myself to install OXC just to try it.

Best of luck guys.

and TurkishSwede, please look at my Terror Site also ;)
Title: Re: UFO upgrades
Post by: TurkishSwede on April 09, 2014, 12:35:02 am
Luke!! So glad to see you and to have your blessing!

As for the terror sites, I can't get the maps to load in MapEdit. I keep getting the same error no matter what I try: The given key was not present in the dictionary. I know the terror site mods you have on your site have about 3 different .pck and .tab files but I could only find one .MCD file. Do you know if there is for sure some configuration of those that will make it work, or is there something you can post that will help me?
Title: Re: UFO upgrades
Post by: luke83 on April 09, 2014, 07:28:18 am
Luke!! So glad to see you and to have your blessing!

As for the terror sites, I can't get the maps to load in MapEdit. I keep getting the same error no matter what I try: The given key was not present in the dictionary. I know the terror site mods you have on your site have about 3 different .pck and .tab files but I could only find one .MCD file. Do you know if there is for sure some configuration of those that will make it work, or is there something you can post that will help me?

ok, i just received the same error, i will dig out OLD version of Mapedit and try again, i wonder if its something in the newer version...
Title: Re: UFO upgrades
Post by: TurkishSwede on April 09, 2014, 09:34:33 am
I can officially say that I have tried every possible combination of the files I have with no success. They open just fine for me when I tell them to use the vanilla FRNTURE set, but that's obviously no solution.

I can also officially say that this mod is Complete and Live! Check out the Completed Mods section to download it.
Title: Re: UFO upgrades
Post by: TurkishSwede on April 09, 2014, 09:51:42 pm
Duh. I forgot to add the terrain data to image.dat, after I did that, everything works fine. I'll look at these maps now. :)