OpenXcom Forum

Modding => Work In Progress => Topic started by: Meridian on December 06, 2019, 07:27:16 pm

Title: Mission zones examples
Post by: Meridian on December 06, 2019, 07:27:16 pm
A sample mod would be welcome. Thank you.

I'll put something together on Saturday or Sunday and upload it here.
Title: Re: Mission zones examples
Post by: luke83 on December 07, 2019, 01:08:59 am
@meridian

Do you just add them in like Mission sites?

Code: [Select]
    missionZones:
      -  #MZ 21 - Water_only_Base_TEST
        - [340.8, 40.8, 16.8, 16.8, -1]

I did one of the above for each region all with different values, i then:

Quote
  - id: P29 # NEW Water BASES BY REGION - USES POINTS
    groundTimer: 1000
    waypoints:
      - [7, 1, 100]
      - [7, 3, 50]
      # - [7, 0, 25]
      # - [7, 1, 16]
      # - [7, 0, 100]
      - [7, 3, 50]
      - [21, 1, 100]

Tried to do the above to get my UFOs to endup at the desired point to spawn the alien base but it doesnt look like its working.


Im happy to do the extra work to avoide base CLUMPING like i am currently getting so please let me know if im on the wrong track with this :) :P
Title: Re: Mission zones examples
Post by: Meridian on December 07, 2019, 10:05:26 am
@luke

1/ you cannot just add a new mission zone like that, you need to copy the old ones too.... in your example, you have deleted all mission zones and redefined mission zone 0

2/ defining texture -1 is not needed

3/ changing trajectories is not needed, they are used only for UFO waypoints, not for alien base spawning

4/ alien base spawning is done via spawnZone attribute under alienMissions.rul

For illustration, attached screenshot shows where aliens can build a base in north africa:
- blue borders is STR_NORTH_AFRICA region
- pink borders is mission zone 4 for that region
Title: Re: Mission zones examples
Post by: Meridian on December 07, 2019, 11:19:46 am
@apollyon

Here is a sample for North Africa, added mission zones 6, 7, 8 and 9.
(mission zones 0-5 were shortened just so that the example is not that long)

Mission zone 6 = desert only (1 area, pink color)
Mission zone 7 = jungle only (3 areas, orange color)
Mission zone 8 = grass only (1 area, white color)
Mission zone 9 = water only (2 areas, green color)
Blue color are entire region borders.

Code: [Select]
regions:
  - type: STR_NORTH_AFRICA
    missionZones:
      - # 0 = shortened to just one area
        - [348.5, 384.5, -34.5, -25]
      - # 1 = shortened to just one area
        - [354.25, 365.125, -34.5, -32.875]
      - # 2 = shortened to just one area
        - [348.625, 358.75, -27.125, -20.125]
      - # 3 = shortened to just one area
        - [3.125, 3.125, -6.5, -6.5, -1, STR_LAGOS]
      - # 4 = shortened to just one area
        - [5.625, 9, -6.125, -5]
      - # 5 = shortened to just one area
        - [0, 359.875, -90, -80]
      - # 6 = desert only
        - [348, 392, -26, -19]   # 392 (=360+32) ... means 32 degrees... value 392 is used instead of 32, because right value (392) must be higher than left value (348)
      - # 7 = jungle only
        - [6, 9, -6, -5]
        - [350, 356, -8, -6]
        - [10, 25, -3, -1]
      - # 8 = grass only
        - [348, 392, -14, -9]   # 392 (=360+32) ... means 32 degrees
      - # 9 = water only (just for illustration, would not work in vanilla, because there is no texture there)
        - [336, 368, -4, -1]   # 368 (=360+8) ... means 8 degrees
        - [336, 340, -34, -5]

And below is just a vanilla alien base mission, important attributes here are spawnZone and siteType.

Code: [Select]
alienMissions:
  - type: STR_ALIEN_BASE
    points: 50
    objective: 2
    siteType: STR_ALIEN_BASE_ASSAULT
    spawnZone: 4 #Mission zone for alien bases

If you change spawnZone from 4 to for example 6... the alien bases from this mission will be created only on the desert.
And of course, you can change the siteType to your new shiny alien deployments you have already created.

Code: [Select]
alienMissions:
  - type: STR_ALIEN_BASE_DESERT_ONLY
    points: 50
    objective: 2
    siteType: STR_ALIEN_BASE_ASSAULT_CUSTOM_DESERT
    spawnZone: 6    # desert mission zone
Title: Re: Mission zones examples
Post by: Meridian on December 07, 2019, 11:24:55 am
Post by Luke83, moved by Meridian

1/ you cannot just add a new mission zone like that, you need to copy the old ones too.... in your example, you have deleted all mission zones and redefined mission zone 0
Haha, yes, its the 21st MZ in my list, i displayed it like that for explanation purposes only . See it actually looks like this in Ruleset

Code: [Select]
missionZones:
      - []
      - []
      - []
      - []
      - []
      - []
      - []
      - []
      -   #mission zone 8 - Alien Citys - water
         - [6.38, 6.38, -1.79, -1.79, -1, Tenas]
         - [345.17, 345.17, 27.7, 27.7, -1, Aquirus]
         - [320.0, 320.0, 30.49, 30.49, -1, Njordore]
         - [346.82, 346.82, -0.49, -0.49, -1, Typhdor]
      - [] #mission zone 9 - Alien Citys - LAND
#MZ10 - water by sea (North Pacific,South Pacific,Indian,North Atlantic & South Atlantic)
      - - - 313.66509969238
          - 323.66509969238
          - 35.833719688838
          - 45.833719688838
        - - 325.585389973176
          - 335.585389973176
          - 11.365755428256
          - 21.365755428256
        - - 355.1597325403413
          - 5.159732540341281
          - 24.893022165611
          - 34.893022165611
        - - 350.664327216808
          - 0.6643272168079761
          - 8.409869312656
          - 18.409869312656
        - - 334.36848291900003
          - 344.368482919
          - 32.010747261205
          - 42.010747261205
      - [] #MZ 11 -
      -  #MZ 12 - NUKEZONE
        - [0.072, -0.26, 4.16, -15.0, -1, NUKE1]
        - [0.643, -0.039, 36.89, -2.27, -1, Nuke2]
        - [1.643, -0.025, 76.99, -14.8, -1, Nuke3]
        - [1.845, -0.004, 105.7, 2.32, -1, Nuke4]
      - [] #MZ 13 - XENO
      - [] #MZ 14 - Ocaen Sand
      - [] #MZ 15 - Grass
      - [] #MZ 16 - Desert Sand
      - [] #MZ 17 - Forrests
      - [] #MZ 18 - Mountain
      - [] #MZ 19 - Snow
      - [] #MZ 20 - IceBurgs     
      - - - 313.66509969238
          - 323.66509969238
          - 35.833719688838
          - 45.833719688838
        - - 325.585389973176
          - 335.585389973176
          - 11.365755428256
          - 21.365755428256
        - - 355.1597325403413
          - 5.159732540341281
          - 24.893022165611
          - 34.893022165611
        - - 350.664327216808
          - 0.6643272168079761
          - 8.409869312656
          - 18.409869312656
        - - 334.36848291900003
          - 344.368482919
          - 32.010747261205
          - 42.010747261205
      -  #MZ 21 - Water_only_Base_TEST
        - [340.8, 40.8, 16.8, 16.8, -1]



4/ alien base spawning is done via spawnZone attribute under alienMissions.rul

For illustration, attached screenshot shows where aliens can build a base in north africa:
- blue borders is STR_NORTH_AFRICA region
- pink borders is mission zone 4 for that region

Right so its because we have these little MZ boxes that we get  CLUSTERING of Bases on globe, so we just need to define Extra Locations on the globe ( i assume i only need the 4 Coordinate points to make up a BOX to add it to the MZ list? I ask as i see some have 6 or more, i am wondering how it knows which 4 make up a set???

Code: [Select]
      -
        - [0, 359.875, -90, -80]
        - [0, 359.875, 80, 90]
        - [180, 200, 0, 10]
        - [282.25, 322.875, 9.375, 38.375]
        - [53.125, 89.125, 4.5, 41.25]
        - [354.5, 393.375, -56.625, -46.375]
        - [238.625, 258.625, -53.375, -33.375]
        - [7.5, 38.625, 4.125, 18.625]
        - [91.875, 124.25, -30.75, -17.5]
        - [62.125, 101.375, -66.625, -57.125]


Apollyon, sorry for taking over your Diary :)
Title: Re: Mission zones examples
Post by: Meridian on December 07, 2019, 11:31:43 am
Right so its because we have these little MZ boxes that we get  CLUSTERING of Bases on globe, so we just need to define Extra Locations on the globe

Yes.

( i assume i only need the 4 Coordinate points to make up a BOX to add it to the MZ list? I ask as i see some have 6 or more, i am wondering how it knows which 4 make up a set???

Yes, first 4 is enough to define a box.

5th number is a texture ID override.
6th value is a city name.
Both are optional.
Title: Re: Mission zones examples
Post by: wcho035 on December 07, 2019, 11:46:07 am
Meridian, thank you for the tutorial. Really appreciate this.

This answer one basic question I have, so the coordinates are not a fix location but inside a square spawning area.

That means I have to generate hundreds of these coordinates in the globe. Like Luke had encountered, in the past, I have clustering issue with this method.

If I am to say this is not daunting, I will be lying. Unfortunately, Luke will be using two different globe for his mods. One will be his mod and the other for general release.

The new Spawnzone will be 5 or 6 in my mod, if it is land or sea. If the bases spawning using the same coordinates. I wonder what the result would be. Anyway, I need testing to find answer for this.

Title: Re: Mission zones examples
Post by: Meridian on December 07, 2019, 11:57:06 am
This answer one basic question I have, so the coordinates are not a fix location but inside a square spawning area.

If the square is small enough, they become fixed coordinates.

For example [0, 100, 40, 80] is a big square.
For example [20, 20, 60, 60] is just a fixed point.

That means I have to generate hundreds of these coordinates in the globe. Like Luke had encountered, in the past, I have clustering issue with this method.

If you replace squares with points, it won't (directly) help with clustering.... actually you can get even worse clustering, because RNG could easily pick the exactly same point multiple times.

To avoid clustering, best way is to make more/bigger squares. RNG will have more options to choose from.
(in my opinion, up to 10 large squares per region should be more than enough)

The new Spawnzone will be 5 or 6 in my mod, if it is land or sea. If the bases spawning using the same coordinates. I wonder what the result would be. Anyway, I need testing to find answer for this.

Spawnzone 5 is already used by vanilla, don't use that please.

You can define custom zones from 6 to infinity.
Title: Re: Mission zones examples
Post by: wcho035 on December 07, 2019, 12:11:39 pm
I think I have enough information to give this a shot. I will let you know how it goes. Thanks Meridian.
Title: Re: Mission zones examples
Post by: Meridian on December 07, 2019, 12:14:51 pm
Real world coordinates.

Longitude goes from 0 (prime meridian) to 359.
Latitude goes from -90 at north pole, through 0 at equator, to 90 at south pole.

You can also easily find out a coordinate in debug mode, by just clicking on the globe, see attached (I clicked near London, longitude 0, latitude -51).
Title: Re: Mission zones examples
Post by: wcho035 on December 07, 2019, 08:44:05 pm
I have given this a good honest try tonight Meridian, however, I have encounter some anomalies.

There are bases in game that's spawning outside of the missionzone. I just can't figure out why.

Please check screenshot.

Wierdspawn is the in game screenshot. Circle in red.

testland is my land missionzone area.

testsea is my sea missionzone area.

Those two bases spawn in a place neither my land or sea missionzone yet covered. I tested the battlescape mission for the base spawn near the mexico, highlight in red 1, it is a farm map instead of an underwater map.

So, I am at a loss as to why. I had used regionweight instead of missionzone 6 and 7 as suggested because I want to isolated this base generation from the other type and their respective missionzones completely.

Below are snippet from my Region.rul

  - type: SEASPAWNS
    missionZones:
      -
        - [184.75739359788, 274.613881262233, -7.2152083519448, 58.483014136636]
        - [53.92031369938098, 99.983170864964, 1.9373401729753, 58.952620625928]
        - [326.422418969555, 7.409762904452691, 3.645104510856, 58.523326761397]
        - [309.860217900914, 343.902122677988, -56.993921982435, -41.117011925817]
        - [294.00811363881, 339.798136121454, -39.544049296503, -12.991163898289]
        - [130.42586604067, 183.96842691473, -30.566285955406, -1.332762133742]      
        - [8.972336515979805, 52.313259332168, 35.667417401477, 58.029782041193]   
        - [148.52943671583, 230.83540802436, -49.187071196022, -31.344774958656]   
        - [184.24236865251, 204.47029137963, -30.643228609459, -7.9957972802132]
        - [211.30376932388, 242.39275040942, -30.726901173324, -7.2815245860444]   
        - [100.72180705587999, 136.38307911105, 37.7399259228, 60.102290562516]      
  - type: LANDSPAWNS
    missionZones:
      -
        - [285.363853093182, 306.499913750242, -5.255325532646, 13.371200328457]
        - [306.82334287398, 318.480992042274, 3.2779793932029, 22.210866577903]
        - [290.058569789841, 306.107341295131, 13.892174541526, 33.240275958795]
        - [287.738782890411, 292.679810358713, 33.789656560634, 47.52889712754]
        - [234.32610744586, 265.111885891314, -68.294120411242, -49.495907312637]
        - [239.55221769901, 267.05719683366704, -49.222380380641, -36.369145896139]
        - [251.55766146553, 262.939035772446, -36.256529164139, -24.506788375383]
        - [267.534358877109, 277.534358877109, -40.548190798446, -30.548190798446]
        - [210.22775266855, 233.86498297138002, -69.007091710542, -59.886913020402]
        - [284.354439767635, 294.354439767635, -55.612284068763, -45.612284068763]   
        - [55.304042959321976, 117.98512983529997, -67.895802534357, -28.059855742259]
        - [34.69175681493198, 54.72974344516501, -63.226261480028, -46.964031288692]
        - [24.213945640515988, 34.21394564051599, -56.697701607696, -46.697701607696]
        - [351.4087936583636, 13.642775788655001, -31.762792829359, -7.0192759031104]
        - [14.15145274672301, 32.777978607828004, -28.93956618391, 19.173993529693]
        - [17.288371241671996, 30.111597887123025, 19.839516412509, 30.623746036245]
        - [32.737211355493, 38.558060133654976, -14.703892584475, 11.242868656747]
        - [37.23295395496302, 47.23295395496302, -40.6307932868, -25.9017537463]
        - [42.19375970574902, 50.38571403321703, -25.468837562645, -15.210545323712]
        - [14.424160054201025, 23.80724448998501, -53.164847180009, -45.940967218983]
        - [4.784854363316413, 13.319679898302013, -53.164847180009, -45.786738327929]
        - [18.916350222319977, 27.074517813104023, -47.110312596074, -42.083260100958]
        - [118.28113442896, 134.54986126172003, -67.911553442704, -45.044166785995]
        - [135.59150224486, 154.65379223073, -69.894125726583, -59.894125726583   ]
        - [94.84252356380301, 104.8425235638, -27.34215674843, -17.34215674843]
        - [73.69718026342701, 83.69718026342701, -27.342156748429, -17.342156748429]
        - [115.76995101631002, 142.48655590367002, 20.688653122227, 31.238541440889]
        - [139.52512638254, 150.7348806836, 22.448295741946, 36.07755864512]    

Title: Re: Mission zones examples
Post by: Meridian on December 07, 2019, 09:20:00 pm
There are bases in game that's spawning outside of the missionzone. I just can't figure out why.

Please check screenshot.

Don't know, I would need to be able to try it to say more.
Title: Re: Mission zones examples
Post by: Meridian on December 08, 2019, 04:28:06 pm
There are bases in game that's spawning outside of the missionzone. I just can't figure out why.
Please check screenshot.

I have removed all mission scripts from your mod except the one you wanted to test: missionScriptsBasegenMarsec.rul

I tried creating a new game 13x times and every time all alien bases were inside the two regions: SEASPAWNS and LANDSPAWNS

As far as I can say, everything works perfectly.

The extra bases spawned outside of those regions must come from different mission script files, you should check those for any errors (I would recommend checking each separately, not all together):

Code: [Select]
missionScriptsAPOC.rul
missionScriptsBasegenBandit.rul
missionScriptsBasegenChurch.rul
missionScriptsBasegenCities.rul
missionScriptsBasegenCoporate.rul
missionScriptsBasegenMerc.rul
missionScriptsBasegenNazi.rul
missionScriptsBasegenWildWest.rul
missionScriptsHumans.rul
missionScriptsTFTD.rul
missionScriptsUFO.rul
RandomMissiongenerator.rul

EDIT: issue was with incorrect MZ areas (crossing prime meridian)
Title: Re: Mission zones examples
Post by: wcho035 on December 08, 2019, 04:47:12 pm
Most of the code are copies of each other. I highly doubt they are causing the problem.  I can test it tomorrow. Again.. I suppose.

Also the terrain spawn incorrectly for sea? Any reasonable explanation for this one?
Title: Re: Mission zones examples
Post by: Meridian on December 08, 2019, 04:55:30 pm
Also the terrain spawn incorrectly for sea? Any reasonable explanation for this one?

I didn't check anything else, let's do one issue at a time to not lose focus.
Title: Re: Mission zones examples
Post by: wcho035 on December 08, 2019, 04:55:57 pm
By the way, for echo save file, the purple colour bases belongs to the Wild West faction and white for the church. I have check the mapscript code for their aliendeployments. They are good. Yet the strange errors with sea maps having farm maps mixed together and pure farm maps.Just weird. Never happen before in all my test.
Title: Re: Mission zones examples
Post by: Meridian on December 08, 2019, 06:14:58 pm
Found it.
These two mission zones are invalid.

Code: [Select]
        - [326.422418969555, 7.409762904452691, 3.645104510856, 58.523326761397]

Code: [Select]
        - [351.4087936583636, 13.642775788655001, -31.762792829359, -7.0192759031104]

You cannot cross prime meridian (zero degrees) in a mission zone.
Left coordinate must always be smaller than the right coordinate... so you should split them into two mission zones (one west from prime meridian and one east from prime meridian).

PS: Normally the game handles that by generating a new coordinate, which belongs into a given region... but your 2 new regions don't even have coordinates... so the game just gives up after 100 attempts of generating correct coordinates and takes even an incorrect one.
Title: Re: Mission zones examples
Post by: wcho035 on December 08, 2019, 11:07:46 pm
Thanks Meridian, greatly appreciate this.  I was correct by my assumption before, it was in the region.rul

I wasn’t familiar with enough with the Prime Meridian issue to identify it.

Those old programming skills I have in bug isolation from my Computer Science days still worth a dime..
Title: Re: Mission zones examples
Post by: wcho035 on December 09, 2019, 03:56:50 am
Hi Meridian, I am able to generate the final version of the Missionzone for my game. I am still getting terrain spawn errors. Instead of sea, I have desert. The interesting part about this problem is, the correct underwater aliendeployment was used and it ran off the sea version of Mapscript in the Aliendeployment . Eg, it spawn the correct sea bases, but terrain: globeTerrain is calling a default farm map again for a sea floor map.

It might be a bug with globeTerrain.

I have tried avoiding the Meridian: Prime problem by not drawing any missionzone rectangle over that area.

I will send you a file with the new Region.rul and the save game alpha, I hope you still have my mod.

The new bitmap image is from another save game I have played.  Seems like 1 out of 5 sea maps is having this spawn problem.
Both bases are within of the missionzone spawn area.

Decrypt password will be send to your inbox again.

Please check my mod dev diary for the final screen shots of final missionzone I did this morning.
Title: Re: Mission zones examples
Post by: Meridian on December 09, 2019, 11:50:59 am
1/ your land region has zones which are clearly not land, see screenshot 1

2/ your land region has zones which have small parts that are not land, see screenshot 2

3/ by adding many small zones, the probability for big zones got drastically smaller... so you are very unlikely to see any bases let's say in central russia/mongolia/china, see screenshot 3

4/ you get farm terrain on the base near los angeles, because the globe doesn't have any texture there... and just defaults to farm, see screenshot 4
Title: Re: Mission zones examples
Post by: wcho035 on December 09, 2019, 12:34:42 pm
Interesting, I have enable debug mode. Thanks for the information of negative texture. It is probably that part of the globe is missing a triangle.

Another strange problem not yet explained is spawn with mixed up terrain. Please see screenshot.

In debug mode, it shows a positive texture. So how does one fix this problem? It is calling the correct underwater deployment and also mapscript.
Title: Re: Mission zones examples
Post by: wcho035 on December 09, 2019, 03:19:22 pm
Also Meridian, with debug mode, how did you toggle up the correct missionzone? I tried Ctrl-D it is not showing up.

If you can describe the steps, thank you.
Title: Re: Mission zones examples
Post by: Meridian on December 09, 2019, 04:19:17 pm
Another strange problem not yet explained is spawn with mixed up terrain. Please see screenshot.

I didn't add/change anything for verticalTerrain commands, no idea how they work.
You'll need to ask ohartenstein23.

Also Meridian, with debug mode, how did you toggle up the correct missionzone? I tried Ctrl-D it is not showing up.
If you can describe the steps, thank you.

There is no such feature.
I changed the source code to see it.
Title: Re: Mission zones examples
Post by: wcho035 on December 09, 2019, 04:44:55 pm
Maybe I can do a hack by placing sea terrains on the -1 texture, if that might solve the problem and I will assign the terror mission spawn to another negative value. If this could overide farm terrain.. and it is not hard coded.
Title: Re: Mission zones examples
Post by: Meridian on December 09, 2019, 04:47:52 pm
Maybe I can do a hack by placing sea terrains on the -1 texture, if that might solve the problem and I will assign the terror mission spawn to another negative value. If this could overide farm terrain.. and it is not hard coded.

Probably yes.
But why not just defining a globe without texture holes?
Title: Re: Mission zones examples
Post by: Meridian on December 09, 2019, 09:44:17 pm
@ohartenstein: can you check if this syntax is correct?

the command with STARPYRAMID doesn't seem to consider globeTerrain, the rest does
(on the other hand, I don't see any pyramid either, so no idea if the mapblock is even correct, or what exactly should it do)

Code: [Select]
mapScripts:
  - type: SEA_ASSAULTCHURCHREAL
    commands:
    - type: addCraft
      terrain: globeTerrain
      groups: 1
    - type: addBlock
      size: [2,2,6]
      verticalLevels:
      - type: ground
        size: [2,2,0]
        terrain: globeTerrain
        groups: 1
      - type: middle
        size: [2,2,6]
        terrain: STARPYRAMID
    - type: addBlock
      size: [1,1,6]
      verticalLevels:
      - type: ground
        size: [1,1,0]
        terrain: globeTerrain
        groups: 1
      - type: middle
        size: [1,1,6]
        terrain: ENEMYBASEBLOCKSEA2
    - type: addBlock
      size: [1,1,6]
      verticalLevels:
      - type: ground
        size: [1,1,0]
        terrain: globeTerrain
        groups: 1
      - type: middle
        size: [1,1,6]
        terrain: ENEMYHUMANFIGHTERSUBBASE
    - type: addBlock
      size: [1,1,6]
      verticalLevels:
      - type: ground
        size: [1,1,0]
        terrain: globeTerrain
        groups: 1
      - type: middle
        size: [1,1,6]
        terrain: ENEMYBASEBLOCKSEA3
    - type: addBlock
      size: 2
      execution: 2
      terrain: globeTerrain
    - type: fillArea
      terrain: globeTerrain
Title: Re: Mission zones examples
Post by: wcho035 on December 09, 2019, 09:44:39 pm
This mod is like an incomplete cruise ship, if I am to use it as an Analogy. I am it’s captain and the users are the passengers. I am missing it’s submerged Hanger and I would like bases to spawn in places that missionzone doesn’t cover.  ::).

There are holes and I got duct tapes to patch it. If it stays afloat and passengers doesn’t know all the details. As long as the mod or ship sails. It is all the matter.  ;D

Any chance I can put in an advance order on the submerged Hanger? (Permission flag for specific craft to use only specific hangers)
Title: Re: Mission zones examples
Post by: Meridian on December 09, 2019, 10:08:44 pm
Any chance I can put in an advance order on the submerged Hanger? (Permission flag for specific craft to use only specific hangers)

To give you some perspective... I have over 150 requests on my todo-list and over 80 more requests on "rejected-but-maybe-reconsider-list".

Give me one good reason why I should do your requests before other people's requests?
Title: Re: Mission zones examples
Post by: wcho035 on December 09, 2019, 10:11:22 pm
Hey Meridian, I just realised something.  :o That Star Pyramid map might not be in the test mod and I am using it my other personal build! It is not finished. I just forgot the map script was copy over might be without the map Asset! That might be it!  Damn it, but the map is a plug in structure, it sits on top of the globeterrain.

Should the structure is missing, shouldn’t globeterrain be used instead of default?

Please check if the StarPyramid terrain has its asset map in the mod. I remember I copy the asset over. Just in case.

I don’t have the mod on hand to check atm
Title: Re: Mission zones examples
Post by: wcho035 on December 09, 2019, 10:23:10 pm
Sorry, I didn’t have your perspective. I have no idea. I wish to offer you my most sincere of apologies for my lacking in understanding in the situation.

Anyway, it has been two years since the original request was raised. I thought the idea having different type Hangers is in demand. Also the idea of aircraft using submerged Hanger instead of subs, is non-possible. This is the final piece in my Hybrid mod that’s missing from it being fully functional with TFTD side almost fully emulated.

Not this Hybrid mod, the one I had released and removed due to its incomplete globe.
Title: Re: Mission zones examples
Post by: ohartenstein23 on December 09, 2019, 10:36:24 pm
@ohartenstein: can you check if this syntax is correct?

the command with STARPYRAMID doesn't seem to consider globeTerrain, the rest does
(on the other hand, I don't see any pyramid either, so no idea if the mapblock is even correct, or what exactly should it do)

The syntax does look correct, it should respect globeTerrain and I'm not sure why it's not.
Title: Re: Mission zones examples
Post by: Meridian on December 09, 2019, 10:54:47 pm
Please check if the StarPyramid terrain has its asset map in the mod. I remember I copy the asset over. Just in case.

I can't find anything called starpyramid in the maps folder.
Title: Re: Mission zones examples
Post by: wcho035 on December 09, 2019, 11:29:15 pm
It must be in the other build. I will test it tonight and let you know off the news. I will attach a copy of the map later. Can’t do much while working.  And guys, I want to thank you very much for your kindness and generosity, in time and help to help me solve this issue.
Title: Re: Mission zones examples
Post by: wcho035 on December 10, 2019, 05:41:23 am
To give you some perspective... I have over 150 requests on my todo-list and over 80 more requests on "rejected-but-maybe-reconsider-list".

Give me one good reason why I should do your requests before other people's requests?

Hi Meridian, I have given some thought to your question, now, I believe I can answer it in full.

Luke83 will be releasing his globe with sea terrain texture in the near future. He has made excellent progress so far. When and once he does, it will be open season for Hybrid Modding. The flood gate will open and I can’t think of no other reason why other modder will not jump in on the wagon.  Previously inaccessible sea terrain will be wide open for exploitation.

This will make TFTD obsolete(I think it might) and Hybrid mods will be the next era in UFO modding. You sir, will have the opportunity to be the grand architect and door keeper to enable it. You describe OXCE is about new gameplay experience and this is as pure as new gameplay can get. Underwater combat with human factions and etc. With this new era open up, most of the vital pieces of setting up a Hybrid game is already there. Like Underwater and land Aliendeployment, Alienrace has land and sea version. However, there are still missing tools in helping us modders to boldly venture into this new era.

Underwater Hanger.
Underwater interception.

Those are the two left, by logical assessment. However, Hanger with specific craft using it, with a permission flag, instead of the hard way of 1+ craft sharing it, is a lot easier to implement I believe.

You want 4 craft to a hanger just use 4 1x1 hanger slot with some graphical software to make the craft sprite to fit. This save a base up with more room for base facilities and you can have different hanger type. For this feature opens up a lot in new game play like base facilities management and enhancement. Also you probably might kill a few bird off with one stone...in analogy to a few similar request made.

The underwater interception part is purely for the hard core hybrid fans and authentic salad dressing. I believe I raised a feature request for this. It is not urgent.

With Underwater Hanger, we will have all the necessary functionality and tools for Hybrid modding.




Title: Re: Mission zones examples
Post by: wcho035 on December 10, 2019, 09:58:13 am
In conclusion of this thread.

Hi Meridian, @ohartenstein, I wish to reply happily the error I have experienced is mine in the making. I used two version of the mod. Test and final version, some files are missing from the test.

Tonight, after copying over the missing files, the problem melts away.

Again, I wish to thank you especially Meridian and also Ohartenstein, for the contribution of your valuable time and help in the troubleshooting of my mod. Your effort is not in vain because this thread will serve as a valuable tutorial for those whom seek to create new missionzones in a hybridmod.

For me, the lessons I learn from this is in many multitudes.

1) Always check what is missing, before troubling the valuable time of others.

2) Debug mode in OXCE is vital and very helpful.

3) When creating Missionzones, always check if Prime Meridian is crossed. Otherwise error will occur.

4) Always check if terrain texture in globe is correct, before assuming the error is elsewhere.

This is a learning and revealing experience.

The new methodologies I have gleamed from this experience, would certainly make my future modding a lot easier.

Meridian thank you for sharing the tips, of how you use the debug mode to troubleshoot the game.

All I ask is, if possible, please delete my mod. When it is ready, I will send you the final version.   

Regards.

Ps Here is a photo of the Star Pyramid.