OpenXcom Forum
Modding => Released Mods => Hardmode Expansion => Topic started by: hellrazor on October 06, 2016, 05:02:43 am
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Expanded Terror Reworked
Download: mod.io (https://mod.io/g/openxcom/m/expanded-terror-reworked)
This file is also attached towards this post.
Original Mod by Luke83 (https://openxcom.org/forum/index.php/topic,389.0.html)
#Expanded Terror Reworked by hellrazor
#Based upon the work of luke83 who made all these lovely maps
Credits go to:
- hellrazor for reworking and bugfixing
- luke83 the original maker of this mod
- Hobbes for compatible MADECOR.MCD
Required: openxcom_git_master_2015_07_28_1355 or newer
README:
Lukes Expanded Terror Missions are back again, updated and
honed to run on the newest github code from OpenXcom.
To be honest, the old Maps had some serious quirks; wrong placed
wall tiles, route nodes not connected , wrongly assigned spawn points and so forth.
This Version comes with an overworked Route/Node Network, it also has the cellars
removed, since they caused more trouble then they were worth.
Since I adapted those Maps for my Hardmode Expansion Mod, I decided to also release them
as a standalone Mod, so people can try them out and enjoy them once more.
The Maps are now also compatible with MADURBAN Terrain from the Terrain Pack,
so they will probably find their way into it as well.
---
Changelog:
Version 1.2
- Fix Route Node on EXPANDEDTERROR21
- Fix missing LOFTS for some Tiles in MADDECOR.MCD
- Fix some minor Errors with wrong placed Tiles
- Replaced Tiles due to MCD conversion
- Removed FRNL83.MCD and replaced with FRNITURE and MADDECOR
- Removed Copies of vanilla Maps
- Reworked Mapscript
Version 1.1
- Fix Crash because of non-vanilla Civilians in the Terrain definition
Version 1.0
- Converted old Ruleset to new mapscripting standard
- Resized MAPs and removed cellars
- MAP routing/nodes check, fix and rework where neccessary
- Fix wrong placed wall tiles in a varienty of MAPs
- Adjust ruleset to changes in: openxcom_git_master_2015_07_28_1355
Some pictures for your enjoyment attached.
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Need some ruleset help,
I have added one test block to this mapblock set into Terrains.URL:
- name: EXPANDEDTERROR30 #2 test park
width: 20
length: 20
and i am trying to workout what i need to add into Mapscript to get it in game.
What i dont understand is how these GROUP numbers map over to individual map blocks?
mapScripts:
- type: EXPANDED_TERROR
commands:
- type: addLine
label: 1
direction: vertical
executionChances: 33
- type: addLine
label: 2
conditionals: -1
executionChances: 50
direction: horizontal
- type: addLine
conditionals: [-1, -2]
direction: both
- type: addCraft
- type: addBlock
label: 3
executionChances: 75
size: 2
executions: 3
blocks: [17, 18, 19, 20, 21, 22, 23, 24, 25, 26, 27, 28, 29, 30, 31]
freqs: [1, 1, 1, 1, 1, 1, 6, 1, 1, 1, 1, 1, 1, 1, 1]
maxUses: [1, 1, 1, 1, 1, 1, 3, 1, 1, 1, 1, 1, 1, 1, 1]
- type: addBlock
conditionals: -3
size: 2
executions: 3
blocks: [17, 18, 19, 20, 21, 22, 23, 24, 25, 26, 27, 28, 29, 30, 31]
freqs: [1, 1, 1, 1, 1, 1, 3, 1, 1, 1, 1, 1, 1, 1, 1]
maxUses: [2, 2, 2, 2, 2, 2, 3, 2, 2, 2, 2, 2, 2, 2, 2]
- type: fillArea
blocks: [0, 1, 2, 13, 14, 15, 16, 30, 32, 33, 34, 35, 36]
freqs: [1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1]
maxUses: [2, 2, 2, 3, 3, 3, 3, 3, 3, 3, 3, 3]
Are the LABELS the Group NUmber from the Terrain map and how does the Blocks map over to the .MAP files?
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Need some ruleset help,
I have added one test block to this mapblock set into Terrains.URL:
- name: EXPANDEDTERROR30 #2 test park
width: 20
length: 20
and i am trying to workout what i need to add into Mapscript to get it in game.
What i dont understand is how these GROUP numbers map over to individual map blocks?
mapScripts:
- type: EXPANDED_TERROR
commands:
- type: addLine
label: 1
direction: vertical
executionChances: 33
- type: addLine
label: 2
conditionals: -1
executionChances: 50
direction: horizontal
- type: addLine
conditionals: [-1, -2]
direction: both
- type: addCraft
- type: addBlock
label: 3
executionChances: 75
size: 2
executions: 3
blocks: [17, 18, 19, 20, 21, 22, 23, 24, 25, 26, 27, 28, 29, 30, 31]
freqs: [1, 1, 1, 1, 1, 1, 6, 1, 1, 1, 1, 1, 1, 1, 1]
maxUses: [1, 1, 1, 1, 1, 1, 3, 1, 1, 1, 1, 1, 1, 1, 1]
- type: addBlock
conditionals: -3
size: 2
executions: 3
blocks: [17, 18, 19, 20, 21, 22, 23, 24, 25, 26, 27, 28, 29, 30, 31]
freqs: [1, 1, 1, 1, 1, 1, 3, 1, 1, 1, 1, 1, 1, 1, 1]
maxUses: [2, 2, 2, 2, 2, 2, 3, 2, 2, 2, 2, 2, 2, 2, 2]
- type: fillArea
blocks: [0, 1, 2, 13, 14, 15, 16, 30, 32, 33, 34, 35, 36]
freqs: [1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1]
maxUses: [2, 2, 2, 3, 3, 3, 3, 3, 3, 3, 3, 3]
Are the LABELS the Group NUmber from the Terrain map and how does the Blocks map over to the .MAP files?
Labels are to define conditionals. So you can make if then that builds.
The numbers in blocks are numerical order of maps in terrain definition. Count starts at zero.
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So i am still getting game crashes, here is what i have done:
created a test block EXPANDEDTERROR30 ( it was original 10x20 but when it kept crashing i quickly doubled the size of it in case the game didnt like that size map block in the urban terror site or something.
I added this to the Bottom of the Terrain ruleset:
- name: EXPANDEDTERROR30 #2 test park
width: 20
length: 20
I added the extra numbers to the end of the Mapscript ruleset but only in the FILL AREA section:
- type: fillArea
blocks: [0, 1, 2, 13, 14, 15, 16, 32, 33, 34, 35, 36, 38]
freqs: [1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1]
maxUses: [2, 2, 2, 2, 2, 3, 3, 3, 3, 3, 3, 3, 3]
I copied the Map and Route into the mod.
What else am i missing?
Game still crashes and the Error log is spoon feeding me an answer so i am stuck...
All this extra work just so my kids can try modding :)
-
So i am still getting game crashes, here is what i have done:
created a test block EXPANDEDTERROR30 ( it was original 10x20 but when it kept crashing i quickly doubled the size of it in case the game didnt like that size map block in the urban terror site or something.
I added this to the Bottom of the Terrain ruleset:
- name: EXPANDEDTERROR30 #2 test park
width: 20
length: 20
I added the extra numbers to the end of the Mapscript ruleset but only in the FILL AREA section:
- type: fillArea
blocks: [0, 1, 2, 13, 14, 15, 16, 32, 33, 34, 35, 36, 38]
freqs: [1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1]
maxUses: [2, 2, 2, 2, 2, 3, 3, 3, 3, 3, 3, 3, 3]
I copied the Map and Route into the mod.
What else am i missing?
Game still crashes and the Error log is spoon feeding me an answer so i am stuck...
All this extra work just so my kids can try modding :)
The fill area sections usually only contains blocks sized 10x10, to make sure that the rest of the map can be populated fully.
Adding a 20x20 block here will probably result in a crash if the game attempts to add the specific block.
Also is said that "blocks" starts counting on zero not one.
So your entry has to look like this:
- type: fillArea
blocks: [0, 1, 2, 13, 14, 15, 16, 32, 33, 34, 35, 36, 37]
freqs: [1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1]
maxUses: [2, 2, 2, 2, 2, 3, 3, 3, 3, 3, 3, 3, 3]
Even thou it is way better to add the 20x20 sized map block not to the fill area section.
Do it like this:
mapScripts:
- type: EXPANDED_TERROR
commands:
- type: addLine
label: 1
direction: vertical
executionChances: 33
- type: addLine
label: 2
conditionals: -1
executionChances: 50
direction: horizontal
- type: addLine
conditionals: [-1, -2]
direction: both
- type: addCraft
- type: addBlock
label: 3
executionChances: 75
size: 2
executions: 3
blocks: [17, 18, 19, 20, 21, 22, 23, 24, 25, 26, 27, 28, 29, 30, 31, 37]
freqs: [1, 1, 1, 1, 1, 1, 6, 1, 1, 1, 1, 1, 1, 1, 1, 1]
maxUses: [1, 1, 1, 1, 1, 1, 3, 1, 1, 1, 1, 1, 1, 1, 1, 1]
- type: addBlock
conditionals: -3
size: 2
executions: 3
blocks: [17, 18, 19, 20, 21, 22, 23, 24, 25, 26, 27, 28, 29, 30, 31, 37]
freqs: [1, 1, 1, 1, 1, 1, 3, 1, 1, 1, 1, 1, 1, 1, 1, 1]
maxUses: [2, 2, 2, 2, 2, 2, 3, 2, 2, 2, 2, 2, 2, 2, 2, 2]
- type: fillArea
blocks: [0, 1, 2, 13, 14, 15, 16, 32, 33, 34, 35, 36]
freqs: [1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1]
maxUses: [2, 2, 2, 2, 2, 3, 3, 3, 3, 3, 3, 3]
A discription for the mapscripts can be found in ruleset reference, which i strongly recommend reading here:
https://www.ufopaedia.org/index.php/Ruleset_Reference_Nightly_(OpenXcom)#Map_Scripts (https://www.ufopaedia.org/index.php/Ruleset_Reference_Nightly_(OpenXcom)#Map_Scripts)
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Cool, i have it working in game now, i will switch it back to the correct mapset and allow the kids to play, thanks for your help.
Had a read of the link, still dont understand the labels and Conditionals, can you (or someone else) offer a idiots guide to how these work?
your examples use -1, -2, can you spell it out what this is doing exactly and pretend your talking to a idiot when you explain it ( because you are :P)
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Cool, i have it working in game now, i will switch it back to the correct mapset and allow the kids to play, thanks for your help.
Had a read of the link, still dont understand the labels and Conditionals, can you (or someone else) offer a idiots guide to how these work?
your examples use -1, -2, can you spell it out what this is doing exactly and pretend your talking to a idiot when you explain it ( because you are :P)
Conditionals have to fulfilled , labels are markers for settings conditionals.
In the mapscript at hand, executionchances are given, if these not occur, then conditionals get active. Simple right?
What you can essentially do is, is create different block preferences which get executed, to a certain percentage.
So the generated map can look totally different. For example, the mapscript can have two section for 20x20 map blocks.
Each with a execution chance. One might be spawning the large 20x20 building 3 times the other only once etc...
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If you use blocks bigger than 10x10 you Need to know how many maximal can be used on a mapsize
Example:
You use for Cultivated (Farm) this blocksetup
your mods terrain.rul
terrains:
- name: CULTA
script: FARM
mapDataSets:
- BLANKS
- CULTIVAT
- BARN
- URBAN
mapBlocks:
- name: CULTA00
width: 10
length: 10
groups: 1
- name: CULTA01
width: 10
length: 10
- name: CULTA02
width: 10
length: 10
- name: CULTA03
width: 10
length: 10
- name: CULTA04
width: 10
length: 10
- name: CULTA05
width: 20
length: 20
- name: CULTA06
width: 20
length: 20
- name: CULTA07
width: 10
length: 10
- name: CULTA08
width: 10
length: 10
- name: CULTA09
width: 10
length: 10
- name: CULTA10
width: 10
length: 10
- name: CULTA11
width: 10
length: 10
- name: CULTA12
width: 10
length: 10
- name: CULTA13
width: 20
length: 20
- name: CULTA14
width: 10
length: 10
- name: CULTA15
width: 10
length: 10
- name: CULTA16
width: 20
length: 20
- name: CULTA17
width: 20
length: 20
- name: CULTA18
width: 20
length: 20
- name: CULTA19
width: 20
length: 20
means 1 Ufo can be 30x30 a Battleship in the alienDeployment.rul (or any other UFO can be smaller dosent matter than)
you have like me 1 Skyranger for 100 Soldiers Need 20x30)
you have 7 blocks with 20x20
the rest of blocks are 10x10
your mods mapscript.rul
- type: FARM
commands:
- type: addUFO
- type: addCraft
- type: addBlock
blocks: [5, 6, 13, 16, 17, 18, 19]
maxuses: [1, 1, 1, 1, 1, 1, 1]
executions: 7
- type: fillArea
blocks: [0, 1, 2, 3, 4, 7, 8, 9, 10, 11, 12, 14]
freqs: [5, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1]
works then with all UFO's if you have in your mods alienDeployment.rul
width: 100
length: 100
height: 4
for all kind of enemy UFOs they can appear on random maps
if the blocks that bigger than 10x10 unfortunatly places or simple not enough space on 100x100 maps there and game can (not allways) but can crash and bring you to Desktop
the map Blocking mechanics for mapparts bigger than 10x10 tiles i have here
https://openxcom.org/forum/index.php/topic,7353.msg116208.html#msg116208
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If you use blocks bigger than 10x10 you Need to know how many maximal can be used on a mapsize
Example:
You use for Cultivated (Farm) this blocksetup
your mods terrain.rul
terrains:
- name: CULTA
script: FARM
mapDataSets:
- BLANKS
- CULTIVAT
- BARN
- URBAN
mapBlocks:
- name: CULTA00
width: 10
length: 10
groups: 1
- name: CULTA01
width: 10
length: 10
- name: CULTA02
width: 10
length: 10
- name: CULTA03
width: 10
length: 10
- name: CULTA04
width: 10
length: 10
- name: CULTA05
width: 20
length: 20
- name: CULTA06
width: 20
length: 20
- name: CULTA07
width: 10
length: 10
- name: CULTA08
width: 10
length: 10
- name: CULTA09
width: 10
length: 10
- name: CULTA10
width: 10
length: 10
- name: CULTA11
width: 10
length: 10
- name: CULTA12
width: 10
length: 10
- name: CULTA13
width: 20
length: 20
- name: CULTA14
width: 10
length: 10
- name: CULTA15
width: 10
length: 10
- name: CULTA16
width: 20
length: 20
- name: CULTA17
width: 20
length: 20
- name: CULTA18
width: 20
length: 20
- name: CULTA19
width: 20
length: 20
means 1 Ufo can be 30x30 a Battleship in the alienDeployment.rul (or any other UFO can be smaller dosent matter than)
you have like me 1 Skyranger for 100 Soldiers Need 20x30)
you have 7 blocks with 20x20
the rest of blocks are 10x10
your mods mapscript.rul
- type: FARM
commands:
- type: addUFO
- type: addCraft
- type: addBlock
blocks: [5, 6, 13, 16, 17, 18, 19]
maxuses: [1, 1, 1, 1, 1, 1, 1]
executions: 7
- type: fillArea
blocks: [0, 1, 2, 3, 4, 7, 8, 9, 10, 11, 12, 14]
freqs: [5, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1]
works then with all UFO's if you have in your mods alienDeployment.rul
width: 100
length: 100
height: 4
for all kind of enemy UFOs they can appear on random maps
if the blocks that bigger than 10x10 unfortunatly places or simple not enough space on 100x100 maps there and game can (not allways) but can crash and bring you to Desktop
the map Blocking mechanics for mapparts bigger than 10x10 tiles i have here
https://openxcom.org/forum/index.php/topic,7353.msg116208.html#msg116208
The maximum map size in my mod is 80x80. Block destribution is considered for this size and so far has worked without issue.
What exactly is it, that you want to tell me?
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Well i thought you have probs with placing 20x20 tiles on random maps
sorry my bad
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Well i thought you have probs with placing 20x20 tiles on random maps
sorry my bad
If so, loads of people would have told me. But thanks for the concern.