OpenXcom Forum

Modding => Released Mods => Hardmode Expansion => Topic started by: hellrazor on February 01, 2016, 05:59:38 pm

Title: [SUBMOD][UFO]Darkened UFO Vanilla Variants - Version 1.2 Small Bug Fix
Post by: hellrazor on February 01, 2016, 05:59:38 pm
Darkened UFO Vanilla Variants

Download: Dropbox (https://www.dropbox.com/s/sog2y4yz7zvxqeh/Darkened_UFO_Vanilla_Variants_v1.2.zip?dl=1)

Also on: mod.io (https://openxcom.mod.io/darkened-ufo-vanilla-variants)

This file is also attached towards this post.

#Darkened UFO Vanilla Variants by hellrazor
#Readme for Version 1.2
#Credits: see CREDITS.TXT

A collection of the vanilla ufo interior variants, made by a variety of people over time.
Including vanilla variant files, from Luke's Extra UFO's mod, YetMoreUFO's Mod and Extra Battleships.
Maps and Routes have been rechecked and some minor errors fixed.
The maps have been darkened, so you can walk along the West and North walls, without revealing
the inside terrain, this also increased the alien alloy account for recovery, but only to a small
degree.

There are also another Version of U_BITS.MCD and U_EXT02.MCD, which make those ships
complete sealed against blasts from rockets or explosives.
If you do not want those MCD files simply delete them and restart OpenXcom and you get vanilla settings.

Additional UFO Maps (darkened):
   8 Medium Scout Maps
   27 Large Scout Maps
   24 Harvester Maps
   10 Abductor Maps
   8 Terror Ship Maps
   2 Supply Ship Maps
   7 Battleship Map

Which makes a total of 86 strictly vanilla interior variants.

Credits go to:
   hellrazor(rechecking, darkening error corrections),
   Zombie,
   Robert Di Fiore,
   Luchian Deurell,
   Sam Jeffreys,
   davide,
   SolariusScorch (UFO designers),
   Luke83 and TurkishSwede (UFO maps and tilesets designers),
   Ben Ratzlaff (the author of MapView),
   all testers of that program, Volutar (for his MCDEdit),
   Mark Tyler and Dmitry Groshev
   Cooper for some Battleship variants

If i forgot someone, or something is incorrect, please let me know.

Some Pictures attached for your enjoyment.
Title: Re: [UFO]Darkened UFO Vanilla Variants - 1.0
Post by: Orz on February 04, 2016, 02:46:13 pm
I'm surprised nobody commented on this yet! Probably the single, most significant stand-alone mod for UFO/EU.
+10

Also, what do you mean by this:

Quote
There are also another Version of U_BITS.MCD and U_EXT02.MCD, which make those ships
complete sealed against blasts from rockets or explosives.

I haven't played with it enough, but as far as I've seen UFOs are still breachable by High Explosives (at 200 damage) and Blaster Launchers, which is how I intend to keep it. So what does this "complete sealed" referred to? Or does blast damage pass through walls in vanilla and I am not even aware of it? :O
Title: Re: [UFO]Darkened UFO Vanilla Variants - 1.0
Post by: hellrazor on February 04, 2016, 02:59:06 pm
I'm surprised nobody commented on this yet! Probably the single, most significant stand-alone mod for UFO/EU.
+10

Also, what do you mean by this:

I haven't played with it enough, but as far as I've seen UFOs are still breachable by High Explosives (at 200 damage) and Blaster Launchers, which is how I intend to keep it. So what does this "complete sealed" referred to? Or does blast damage pass through walls in vanilla and I am not even aware of it? :O

Of course you can breach UFO's with Blaster Bombs (or any other weapon, which does 200+ HE damage). But the actual Blast from all weapons, which are not able to destroy a UFO's outer wall, will not penetrate into the inside.

You can test this, fire some Large Rockets against a vanilla Large Scout, on the diagonal walls. The blast reaches inside killing aliens there.
Title: Re: [UFO]Darkened UFO Vanilla Variants - 1.0
Post by: Orz on February 04, 2016, 03:31:20 pm
The blast reaches inside killing aliens there.

So I see! Well then, this little "fix" of yours is also a must. Glad you included it!
Title: Re: [UFO]Darkened UFO Vanilla Variants - 1.0
Post by: hellrazor on February 05, 2016, 02:07:39 am
I'm surprised nobody commented on this yet! Probably the single, most significant stand-alone mod for UFO/EU.
+10
I guess all the urgent chatter over Piratez and other stuff just flushes stuff under, but who cares.
Good stuff will get used, bad stuff will eventually be fixed. So.

I do not think that it is that significant as a standalone mod.


--- posts merged ---

Added Dropbox link.
Title: Re: [UFO]Darkened UFO Vanilla Variants - 1.0
Post by: Ascadix on February 15, 2016, 12:20:42 am
I like all those mod that add varit ywithout changing too much the game spirit.


Too bad i have soooo litle time to play OpenXCom actualy.
Title: Re: [UFO]Darkened UFO Vanilla Variants - 1.0
Post by: hellrazor on February 23, 2016, 01:33:36 pm
So I see! Well then, this little "fix" of yours is also a must. Glad you included it!

Well i can demonstrate what i meant with blastproof with some Screenshots:
Title: Re: [UFO]Darkened UFO Vanilla Variants - 1.0
Post by: Xeno Wiper on February 25, 2016, 02:38:51 am
Well i can demonstrate what i meant with blastproof with some Screenshots:


That was a dirty trick. TFTD (as always) has retained it.

Are you planning to do something like that on TFTD later? This thread (https://openxcom.org/forum/index.php/topic,4157.0.html) has some new USOs from strategycore that could be useful. Idk if it would be too similar with what civ was doing though.
Title: Re: [UFO]Darkened UFO Vanilla Variants - 1.0
Post by: hellrazor on February 27, 2016, 09:10:17 am

That was a dirty trick. TFTD (as always) has retained it.

Are you planning to do something like that on TFTD later? This thread (https://openxcom.org/forum/index.php/topic,4157.0.html) has some new USOs from strategycore that could be useful. Idk if it would be too similar with what civ was doing though.

Maybe in a far fetched future, who knows. This mod actually was a byproduct of the creation of my bigger Modpack, "Hardmode Expansion". Which before i start something knew, i wanna finish.
Title: Re: [UFO]Darkened UFO Vanilla Variants - 1.1 more Battleships, some small fixes
Post by: hellrazor on July 23, 2016, 10:36:43 am
Releasing a minor upgrade, adding 2 more Battleship variants and some unimportant fixes:

Version 1.1:
   - Added two more Battleship variants
   - Fix some minor errors on some maps

Modportal (https://www.openxcom.com/mod/darkened-ufo-vanilla-variants)
Dropbox, Verison 1.1 (https://www.dropbox.com/s/6p6m6bqa8bfx9cb/Darkened_UFO_Vanilla_Variants_v1.1.zip?dl=0)
Title: Re: [SUBMOD][UFO]Darkened UFO Vanilla Variants - 1.2 Small Bug Fix
Post by: hellrazor on May 27, 2017, 01:53:36 am
Small Bug Fix, nothing major.
Version 1.2:
   - Fix wall errors on UFO_160e.map

Modportal (https://www.openxcom.com/mod/darkened-ufo-vanilla-variants)
Dropbox, Version 1.2 (https://www.dropbox.com/s/sog2y4yz7zvxqeh/Darkened_UFO_Vanilla_Variants_v1.2.zip?dl=1)
Title: Re: [SUBMOD][UFO]Darkened UFO Vanilla Variants - 1.2 Small Bug Fix
Post by: luke83 on November 24, 2018, 01:41:06 pm
Do you have a Mapview file (MapTilesets) for these mods to save me manually making on up?



Update: the Black tiles on the UFOs have always annoyed me, i thought it was a map issue but its only a MCD graphic that needs to be adjusted ( its a 5 min fix), i just made a U_EXT02 file with the fix, i can pass you this if you like and you can update the tilesets OR youcan boot into mcdedit and remove the shadows from under the parts creating this issue....let me know if you want the fix or not.

the new file is below,

THis mod appears to be the BEST version of the Expanded UFOs going around so i will be using these in my personal games moving forward.


Title: Re: [SUBMOD][UFO]Darkened UFO Vanilla Variants - 1.2 Small Bug Fix
Post by: hellrazor on November 24, 2018, 07:33:55 pm
Do you have a Mapview file (MapTilesets) for these mods to save me manually making on up?



Update: the Black tiles on the UFOs have always annoyed me, i thought it was a map issue but its only a MCD graphic that needs to be adjusted ( its a 5 min fix), i just made a U_EXT02 file with the fix, i can pass you this if you like and you can update the tilesets OR youcan boot into mcdedit and remove the shadows from under the parts creating this issue....let me know if you want the fix or not.

the new file is below,

THis mod appears to be the BEST version of the Expanded UFOs going around so i will be using these in my personal games moving forward.

Which black shadow do you exactly mean?

Thanks for the praise, took some time to error check the maps and fix them.
Feel free to use as you see fit, but as always please give proper credit :)
Title: Re: [SUBMOD][UFO]Darkened UFO Vanilla Variants - 1.2 Small Bug Fix
Post by: luke83 on November 24, 2018, 10:23:29 pm
See images below.


 
Title: Re: [SUBMOD][UFO]Darkened UFO Vanilla Variants - 1.2 Small Bug Fix
Post by: hellrazor on November 25, 2018, 12:10:42 am
See images below.

Ahh ok, now i see what you mean.
I didn't really saw those a a error.

What exactly did you change in the MCDfile to remove them?
Title: Re: [SUBMOD][UFO]Darkened UFO Vanilla Variants - 1.2 Small Bug Fix
Post by: luke83 on November 25, 2018, 12:31:34 am
They are shadows that where drawn on the Exterior wall tiles, i remember spending ages back in the day trying to minimise these as i thought it was a BUG, Since back in the day i use PCKVIEW to export and fix graphics ( as BMPs) i didnt see the that the shadows where drawn on the tile graphics becuase everythign was BLACK anyway.... Fast forward to now, MCDEDIT shows transparent blocks as Transparent so these SHADOWS now standout clear as day.

I removed the shadows from the Exterior wall tiles and re-saved them, fixed in 5 mins, i recommend you do the same on your master mod moving forward :)

Title: Re: [SUBMOD][UFO]Darkened UFO Vanilla Variants - 1.2 Small Bug Fix
Post by: hellrazor on February 10, 2019, 07:52:50 am
They are shadows that where drawn on the Exterior wall tiles, i remember spending ages back in the day trying to minimise these as i thought it was a BUG, Since back in the day i use PCKVIEW to export and fix graphics ( as BMPs) i didnt see the that the shadows where drawn on the tile graphics becuase everythign was BLACK anyway.... Fast forward to now, MCDEDIT shows transparent blocks as Transparent so these SHADOWS now standout clear as day.

I removed the shadows from the Exterior wall tiles and re-saved them, fixed in 5 mins, i recommend you do the same on your master mod moving forward :)

Im imported the modified PNG sheet, you are right it looks a lot better now.
Goes into the new Version definitely, also into Hardmode Expansion.

I attached the modified PNG sheet here.