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Messages - The Martian

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31
Help / Re: How do I spawn a mission underwater in TFTD?
« on: June 10, 2023, 08:18:52 am »
Thank you this is great!

It even is allowing two part missions that start above water at depth: [0, 0] to use nextStage: and switch to underwater combat for the follow up mission. I've only tested it so far in the "New Battle" mode so hopefully there is no difference between how it operates there and in the normal campaign.

32
Help / How do I spawn a mission underwater in TFTD?
« on: June 06, 2023, 11:34:16 am »
The TFTD map pack is almost finished, just a few bugs left to squash before it is released.

After running into an unexpected problem I've redesigned the first part of some of the new two part terror missions so that both maps are now underwater.


At the moment the map spawns as a land mission like all other terror missions, how do I configure them be underwater when that siteType: is spawned?

33
In that case I'll redesign the maps to be purely land or underwater to try and keep maximum compatibility with vanilla TFTD.

Thank you for the help.

34
Help / Re: Not spawning the expected units inside the UFO?
« on: June 02, 2023, 10:43:53 am »
Thank you for figuring that out, in that case I can work around it for this map.

it looks like these lines in the hardcode are responsible:

Savegame/Node.cpp
Code: [Select]
const int Node::nodeRank[8][7] =
    // ..
    { NR_SOLDIER, NR_ENGINEER, NR_NAVIGATOR, NR_LEADER, NR_MISC1, NR_MISC2, NR_SCOUT }, //terrorist
    { NR_SOLDIER, NR_ENGINEER, NR_NAVIGATOR, NR_LEADER, NR_MISC1, NR_MISC2, NR_SCOUT }  //also terrorist

ie. terrorists spawn at Soldier nodes preferentially ... (note that those constants are based on UFO but translate to TFTD ranks, with (ufo)Engineer as (tftd)Medic, etc)

Do you think the terror units not using their own rank if there is any other rank's spawn node is a bug in OpenXcom or is that how classic X-Com handled the terror spawns as well?

35
Tools / Re: MAPVIEW upgrade
« on: June 02, 2023, 10:41:18 am »
Thank you for updating MapView2 your program is great.

36
XPiratez / Re: Stuff I'd love to see in XPiratez!
« on: May 31, 2023, 12:50:31 pm »
strife? As of now, tt is abandonware

Here is some good news, Strife is not abandoned and is still available on GOG and Steam with a few engine updates.

Strife: Veteran Edition
GOG: https://www.gog.com/en/game/strife_veteran_edition
Steam: https://store.steampowered.com/app/317040/Strife_Veteran_Edition/


37
Resources / Re: Jagged Alliance 2 Rips
« on: May 31, 2023, 12:29:22 pm »
I'm sure several people will find these useful, thank you for making them available.

38
I have setup a few new terror missions for the TFTD map pack that have two parts like the Cruise Ship or Cargo Ship missions.

The first map takes place on the surface and the second one is located on the ocean floor.

I've been checking the Ruleset Reference but so far I have not spotted the configuration option for toggling a map between the land and ocean states.

How do I setup the mission so that the map loaded with nextStage: in alienDeployments: is underwater?




39
Help / Re: Not spawning the expected units inside the UFO?
« on: May 31, 2023, 11:54:42 am »
I just tried reworking the nodes so that there was only 1 of each rank like this:
Spoiler:


Then tried two experiments. The first spawned one Rank 6 Hallucinoid and the second spawned one Rank 7 Hallucinoid.

The result was the same both times, the units for Rank 6 and Rank 7 only spawned on the Rank 2 node instead of their own rank's node:
Spoiler:


This can't be right, I must be missing something here.

Here is the test route file with the above node setup:
WHIRLIGIG_TEST.RMP

40
Help / Re: Not spawning the expected units inside the UFO?
« on: May 29, 2023, 04:06:19 am »
I just tried removing all of the other spawns and setting their lowQty: & highQty to 2. Unfortunately the Hallucinoid are still choosing not to spawn on the expected nodes.

Here is the code I used:
Code: [Select]
alienDeployments:

# [=] Whirligig [=] (Small)
  - type: STR_MFTD_WHIRLIGIG
    data:
      - alienRank: 6
        lowQty: 2
        highQty: 2
        dQty: 0
        extraQty: 0
        percentageOutsideUfo: 0
        itemSets:
          -
            []
          -
            []
          -
            []
      - alienRank: 7
        lowQty: 2
        highQty: 2
        dQty: 0
        extraQty: 0
        percentageOutsideUfo: 0
        itemSets:
          -
            []
          -
            []
          -
            []
    width: 50
    length: 50
    height: 5
    briefing:
      palette: 4
      music: GMISPOSH


Is there a difference in the way TFTD handles its terror unit ranks in the .RMP file vs the original X-COM: UFO Defense?

41
Help / Not spawning the expected units inside the UFO?
« on: May 27, 2023, 12:15:41 am »
I've been trying to spawn 1 terror unit in each of these four rooms at the top of this ship but for some reason they only spawn randomly on other nodes.
Spoiler:

The node has been set to only spawn their ranks (I think) and I've also tried limiting it to only large flying units.

The results of this is that if I have it set to "Any" soldiers spawn on the node instead and if it is setup to "Large Flying" nothing spawns on the node despite the expected unit being a 2x2 flying unit. (Hallucinoid)


The alienDeployments: is also setup for percentageOutsideUfo: 0 which I thought would force them to spawn inside the ship if possible.

Code: [Select]
alienDeployments:

# [=] Whirligig [=] (Small)
  - type: STR_MFTD_WHIRLIGIG
    data:
      - alienRank: 5
        lowQty: 1
        highQty: 3
        dQty: 5
        percentageOutsideUfo: 0
        itemSets:
          -
            - STR_SONIC_PISTOL
            - STR_PISTOL_POWER_CLIP
            - STR_PISTOL_POWER_CLIP
            - STR_SONIC_PULSER
          -
            - STR_SONIC_BLASTA_RIFLE
            - STR_BLASTA_POWER_CLIP
            - STR_BLASTA_POWER_CLIP
            - STR_SONIC_PULSER
          -
            - STR_SONIC_CANNON
            - STR_CANNON_POWER_CLIP
            - STR_CANNON_POWER_CLIP
            - STR_SONIC_PULSER
      - alienRank: 4
        lowQty: 1
        highQty: 1
        dQty: 1
        percentageOutsideUfo: 25
        itemSets:
          -
            - STR_SONIC_PISTOL
            - STR_PISTOL_POWER_CLIP
            - STR_PISTOL_POWER_CLIP
            - STR_SONIC_PULSER
          -
            - STR_SONIC_CANNON
            - STR_CANNON_POWER_CLIP
            - STR_CANNON_POWER_CLIP
            - STR_SONIC_PULSER
          -
            - STR_SONIC_CANNON
            - STR_CANNON_POWER_CLIP
            - STR_CANNON_POWER_CLIP
            - STR_SONIC_PULSER
            - STR_SONIC_PULSER
      - alienRank: 3
        lowQty: 1
        highQty: 1
        dQty: 1
        percentageOutsideUfo: 0
        itemSets:
          -
            - STR_SONIC_PISTOL
            - STR_PISTOL_POWER_CLIP
            - STR_PISTOL_POWER_CLIP
            - STR_SONIC_PULSER
          -
            - STR_SONIC_CANNON
            - STR_CANNON_POWER_CLIP
            - STR_CANNON_POWER_CLIP
            - STR_SONIC_PULSER
          -
            - STR_SONIC_CANNON
            - STR_CANNON_POWER_CLIP
            - STR_CANNON_POWER_CLIP
            - STR_SONIC_PULSER
            - STR_SONIC_PULSER
      - alienRank: 6
        lowQty: 2
        highQty: 2
        dQty: 0
        extraQty: 0
        percentageOutsideUfo: 0
        itemSets:
          -
            []
          -
            []
          -
            []
      - alienRank: 7
        lowQty: 2
        highQty: 2
        dQty: 0
        extraQty: 0
        percentageOutsideUfo: 0
        itemSets:
          -
            []
          -
            []
          -
            []
    width: 50
    length: 50
    height: 5
    briefing:
      palette: 4
      music: GMISPOSH


Code: [Select]
ufos:
# [=] Whirligig [=] (Small)
  - type: STR_MFTD_WHIRLIGIG
    size: STR_SMALL
    sprite: 1
    damageMax: 300
    speedMax: 2800
    power: 30
    range: 13
    score: 75
    reload: 56
    breakOffTime: 250
    battlescapeTerrainData:
      name: WHIRLIGIG
      mapDataSets:
        - BLANKS
        - UEXT2
        - UEXT3
        - UINT1
        - UINT2
        - UINT3
      mapBlocks:
        - name: WHIRLIGIG
          width: 20
          length: 20


Here are the craft's map files:
WHIRLIGIG.MAP
WHIRLIGIG.RMP


Code: [Select]
    terrains:
      - UEXT2
      - UEXT3
      - UINT1
      - UINT2
      - UINT3


What am I missing?

42
I'm posting this in hope of saving anyone who is learning to create maps a bit of a hassle.

If you place a stair content tile be aware that you must also place a floor tile under that stair or it will not be navigatable by units.

Spoiler:

43
The X-Com Files / Re: [MOD] Recruitment Office
« on: May 25, 2023, 08:06:38 pm »
For the record, this mod does not show up under XCF mods. It shows up under XCOM 1 mods instead. How do I fix?

I could be wrong about this but I think what you need to do is open the metadata.yml file in the mod's folder and then change the line that reads like this:
Code: [Select]
master: xcom1
To this instead:
Code: [Select]
master: x-com-files

44
Help / Re: Setting up the X-Com Craft's landing zone location?
« on: May 25, 2023, 07:51:52 pm »
I figured it out. What was causing my problem was that the mapScripts: needs a second addCraft command in case the shape of the ship is not a 1x1 map block.

Code: [Select]
mapScripts:

  - type: STR_MFTD_ARMSWAREHOUSE
    commands:
    - type: addCraft
      rects:
        - [1,1,1,1]
      label: 1
    - type: addCraft
      rects:
        - [1,1,1,2]
      conditionals: [-1]
    - type: addBlock
      size: [3,4]

There is no need to define the vertical placement of the craft it automatically places it on the first floor terrain from the top of the map.

45
Help / [Solved] Setting up the X-Com Craft's landing zone location?
« on: May 25, 2023, 12:45:21 am »
How do I setup the area for the X-Com craft to land on a map?

If possible I'm trying to have the ship land on this roof in the middle.
Spoiler:
Spoiler:

From what I'm seeing I think the landing zone is setup using this command.
Code: [Select]
mapScripts:
  - type: ALIEN_COLONY_P1
    commands:
    - type: addCraft
      rects:
       - [1,0,1,2]
       - [4,0,1,2]
       - [1,4,1,2]
       - [4,4,1,2]

But I'm guessing vertically placing the craft may not be supported as I'm only seeing X and Y.
Spoiler:

If landing on the roof can't be done I'll try expanding the map and placing the landing zone over here at ground level:
Spoiler:


Here are the map files:
Warehouse Map.zip

And the terrains list:
Code: [Select]
    terrains:
      - PORT01
      - PORT02
      - SEA
      - GRATING_AND_SUPPORTS
      - ROCKET_ONLY
      - TORPEDO_ONLY
      - DECKC_WHITE
      - JUST_RAILING
      - JUST_ELEVATOR

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