OpenXcom Forum

Modding => Work In Progress => Topic started by: AndO3131 on October 17, 2012, 03:57:49 pm

Title: XcoumUtil feature(s)
Post by: AndO3131 on October 17, 2012, 03:57:49 pm
It may not be exactly battlescape development, but here it goes :).
(https://openxcom.org/home/ando/Dokumenty/alien/OpenXCOM/Zrzut ekranu 2012-10-16 23:34:21.png)
If you played with XcomUtil, you probably will recognise it - that's Interceptor on a mission. To get it working you only need to copy these files to OpenXcom data directory (they come from XcomUtil):

maps\interc.xcu
maps\interc.map
routes\interc.xcu
routes\interc.rmp
terrain\interc.mcd
terrain\interc.pck
terrain\interc.tab
terrain\interc.xcm
terrain\interc.xcp
terrain\interc.xct


Also you would need to include these lines in Xcom1Rulest.rul in the str_interceptor entry
Code: [Select]
    soldiers: 6
    vehicles: 1
    battlescapeTerrainData:
      name: INTERC
      mapDataSets:
        - BLANKS
        - PLANE
      mapBlocks:
        - name: INTERC
          width: 10
          length: 10

It seems to work with NewBattle option, too.
Compared to XcomUtil scary batch file, that's a leap forward. Good job, @SupSuper ;D.
And a question: in mapDataSets section I had to use plane, rather than interc. Can it trigger some unexpected behaviors?
Title: Re: XcoumUtil feature(s)
Post by: Daiky on October 17, 2012, 04:02:27 pm
And a question: in mapDataSets section I had to use plane, rather than interc. Can it trigger some unexpected behaviors?

This is strange, what happened if you put INTERC in mapDataSets instead of PLANE? It should normally pick up the interc.mcd/interc.pck file. If you put PLANE there it will use plane.mcd/plane.pck
Title: Re: XcoumUtil feature(s)
Post by: kkmic on October 17, 2012, 04:50:54 pm
Nice to see that OXC can already be modded with ease
Title: Re: XcoumUtil feature(s)
Post by: AndO3131 on October 17, 2012, 05:18:40 pm
Quote
This is strange, what happened if you put INTERC in mapDataSets instead of PLANE? It should normally pick up the interc.mcd/interc.pck file. If you put PLANE there it will use plane.mcd/plane.pck

When I put INTERC I get

Code: [Select]
Program received signal SIGSEGV, Segmentation fault.
0x082d018c in OpenXcom::Tile::setUnit(OpenXcom::BattleUnit*) ()
(gdb) backtrace
#0  0x082d018c in OpenXcom::Tile::setUnit(OpenXcom::BattleUnit*) ()
#1  0x081d52dc in OpenXcom::BattlescapeGenerator::run() ()
#2  0x0826eed2 in OpenXcom::NewBattleState::btnOkClick(OpenXcom::Action*) ()
#3  0x0821aeab in OpenXcom::InteractiveSurface::mouseClick(OpenXcom::Action*, OpenXcom::State*) ()
#4  0x0821ac03 in OpenXcom::InteractiveSurface::handle(OpenXcom::Action*, OpenXcom::State*) ()
#5  0x08211ab1 in OpenXcom::State::handle(OpenXcom::Action*) ()
#6  0x08216ea9 in OpenXcom::Game::run() ()
#7  0x0816a44c in main ()
(gdb)
Title: Re: XcoumUtil feature(s)
Post by: SupSuper on October 17, 2012, 06:34:52 pm
If I had to guess, it looks like OpenXcom can't find the right tiles to place the units in the Interceptor (maybe they don't have the START_POINT flag properly set?).
Title: Re: XcoumUtil feature(s)
Post by: AndO3131 on October 17, 2012, 07:49:18 pm
I've used the guidelines from here (https://openxcom.org/forum/index.php/topic,670.0.html) and made ruleset for Firestorm.

Code: [Select]
crafts:
  - type: STR_FIRESTORM
    soldiers: 10
    battlescapeTerrainData:
      name: FIRES
      mapDataSets:
        - BLANKS
        - FIRES
      mapBlocks:
        - name: FIRES
          width: 10
          length: 10

This one works with no problems. Maybe there's an error in the XcomUtil files for Interceptor?
Title: Re: XcoumUtil feature(s)
Post by: kkmic on October 18, 2012, 09:52:39 am
What's this? The new OpenTinyX-Com?  ;D
Title: Re: XcoumUtil feature(s)
Post by: luke83 on October 18, 2012, 10:03:40 am
WOW that is small.
Title: Re: XcoumUtil feature(s)
Post by: AndO3131 on October 19, 2012, 06:07:48 pm
Here are screenshots of another crafts in action  :)

Colours are off because Terror uses different palette, but they generally work well both on missions and in geoscape (only tried Triton, though - in geoscape doesn't have unique icon). There is a slight problem with placement of troops. They seem to apear on the nortern side of craft, insted of near the entrance. Was placing behaviour fixed in the original game, or written in a file?
Title: Re: XcoumUtil feature(s)
Post by: moriarty on October 19, 2012, 09:15:43 pm
I like that purplish Triton, it's like a 1970's hippie bus full of xcom soldiers. we should add custom paint jobs for the transport craft in a mod... :D :D :D
Title: Re: XcoumUtil feature(s)
Post by: luke83 on October 19, 2012, 11:56:39 pm
Yep those colours are awesome
Title: Re: XcoumUtil feature(s)
Post by: Mr. Quiet on October 21, 2012, 12:57:15 am
Looking cool! I really like these!
I'd also like to see an APC transport version like the old UFO TV series. That would be sweeeeet!
Title: Re: XcoumUtil feature(s)
Post by: luke83 on October 24, 2012, 12:26:23 pm
Here is a APC working in Openxcom -  ionly replaced the skyranger as a test. I think any UFO that gets short down and left to long should have a APC of hostile Humans show up to help the aliens , Maybe even a New SALVAGE class ufo could fly in on the geoscape also- we would however need multi UFOs in a battlescape.
Title: Re: XcoumUtil feature(s)
Post by: Mr. Quiet on October 24, 2012, 11:26:27 pm
Holy shit! You're an awesome pixel artist, Luke!! It's so freakin detailed man I love it! I want it!

I like your idea about having an APC showing up out of nowhere to aid a crashed UFO. Would they be on mind control or are they just a bunch of local religious radicals? I'm sure the aliens don't care unless the radicals are being mind controlled directly.

I also always wondered where the country farmers were in the farmland maps. Have them show up on the map once in awhile as a hostile unit for both sides and since it isn't a terror mission, it doesn't matter whether you stun him or kill him, even if he's mind controlled by Sectoids or Ethereal, because you're far out in country land.
Would be crazy coming out of the Skyranger to be greeted by a frenzied farmer and his shotgun. I know some country people I avoid because they shot first, ask questions later when you step into their property. They should do the same in the game, lol.
Title: Re: XcoumUtil feature(s)
Post by: luke83 on October 25, 2012, 01:59:25 pm
Its not mine , NKF is a awesome pixel artist , i have trouble with stick figures.
https://www.strategycore.co.uk/forums/topic/8065-skyrangerapc-creation-thread/

Armed Civilians are something i have been dreaming about for some time https://openxcommods.weebly.com/downloads3.html  Still no way to bring them into game other than as a replacement for your xcom soldiers.  Enemy civilians could be Gangs or Government factions that have joined the aliens and do there dirty work on earth. Also a new Alien AI tactic for terror missions could me to mind control a civilian and use hem as solders. As i mentioned earlier , i will also be building a alien salvage ship onto my Expanded UFO Set , once again i have no idea If/When these will be useably on game like this.
Title: Re: XcoumUtil feature(s)
Post by: Mr. Quiet on October 25, 2012, 09:41:43 pm
IT's called the Mudranger, that's coool! Good for NKF, I love pixel art. I hope he's also a member on these forums. Does he have more pixel art? perhaps a deviantART page?

So the aliens would not only infiltrate governments for a "peace treaty", but they would also infiltrate factions, mafias, and biker gangs for disruption in the major cities. It's a great idea, I love it!  Especially in the USA, we have many many gangs, groups, and societies which would want to take over the city if the local governments fell. One Chinese politician wrote an article about it says if they were to take over the USA by military force, they gotta deal with those gun groups and gangs. Small they may be, they won't go down without a fight.

Obviously, Aliens don't care about the human population or even anti-social gangs with armory, so they wouldn't have "on the table" negotiations, they would just use their mind control to "convince" the gangs to aid the aliens by becoming anti-humans! Just kill kill kill or do labor for setting up the alien bases and then becoming "part of the environment".
Luke you're awesome, you're gonna make this game even more deadly to my Operatives! They're getting out of the Skyranger and suddenly see a biker with an AK-47 firing at you next to a Sectoid or Snakemen! Holy shit! I imagine the movie "Invasion of the Body Snatchers", emotionless humans acting as if part of the hivemind taking orders until it dies. The Sectoids function as a hive-like society too.

I have a suggestion. I think you should make these gangs and factions fair game for the Terror units, like the Chryssalid and the Reaper. Those guys won't tell the difference and see humans as food or hatchery, so they'll attack on sight. Would that make sense? The reapers are under the control of the floaters, but as it says on the Wikia, "The primitive predatory instincts of this creature are of little use except to terrorize and destroy."

Last one. We should also be able to take one of those badly mind controlled gangsters with us for examination so the results would give us another plot device and clue to what else the aliens are doing on Earth.

I also really like your idea about Sectoids or Ethereal using civilians as soldiers. The first thing that popped into my head was that a Sectoid would prime an alien grenade for 3 turns, then throw it at a civi. Then the other alien would mind control that civi to pick up the grenade and take those 3 turns to look for an X-COM Operative and just wait right next to them until... BOOM! That's evil, isn't it ><.
Title: Re: XcoumUtil feature(s)
Post by: luke83 on October 26, 2012, 11:43:42 am
Luke you're awesome, you're gonna make this game even more deadly to my Operatives!

I am not a programmer so the best i can do is make some suggestions and maybe a few graphic sprites to try to sway people to my thinking, what we really need to do is inspire a programmer to do the code side as a option feature

We should really move this topic to the suggestion page as its getting alittle of topic.