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Messages - Meridian

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1
Work In Progress / Re: Mission zones examples
« on: Today at 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?

2
Work In Progress / Re: Mission zones examples
« on: Today at 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

3
Work In Progress / Re: Mission zones examples
« on: Today at 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?

4
Work In Progress / Re: Mission zones examples
« on: Today at 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.

5
Work In Progress / Re: Mission zones examples
« on: Today at 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

6
Work In Progress / Re: Mission zones examples
« 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.

7
Work In Progress / Re: Mission zones examples
« 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.

8
Work In Progress / Re: Mission zones examples
« 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)

9
Work In Progress / Re: My Mod Development Diary.
« on: December 08, 2019, 03:07:21 pm »
Meridian as per discussed in the messages. This file is encrypted.

I don't see any file.

10
Work In Progress / Re: Mission zones examples
« 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.

11
OpenXcom Extended / Re: OXCE v6.2 for MacOS
« on: December 07, 2019, 07:47:20 pm »
Just wanted to say the current MacOS build (labelled as 10.15 compatible) also works on 10.13 machines, in case anyone else is resisting the push to 64-bit-only apps. I have no problem with 64-bit apps, but some of my oldest, best-friend apps are 32-bit so I really don't want to go to Catalina if I can in any way avoid it!

Thanks for confirming this!
That makes my life a lot easier too.

12
Work In Progress / Re: Mission zones examples
« 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).

13
Work In Progress / Re: Mission zones examples
« 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.

14
Work In Progress / Re: Mission zones examples
« 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.

15
Work In Progress / Re: Mission zones examples
« 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 :)

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