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Messages - luke83

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16
Resources / Community Map Pack
« on: January 28, 2020, 07:15:10 am »
So i was already planning to upgrade my Hybrid Globe into a Large map set in the future but since i have received a few PMs of the past few weeks, i think it would be best if i expand this goal into creating a new Community Map pack.

The Goal:
 To provide a one stop shop download to add more map variety to Vanilla UFO  &  the Hybrid Vanilla Globes.
 The Scope of these new maps should be Vanilla in focus, if a map set does not make sense in relation to the Vanilla Story lines than it should not be added ( for example  i have several maps creations that make perfect sense in my OXC - FACTIONS mod but would not be used in this set as they are too far from Vanilla.
 To encourage other modders from the broader OXC modding community to contribute Maps, Sprite Sets or even Special Scripts to this pack so its not just a IDT only map pack.

FAQ:

Who can use this  Map Pack?
 Everyone, feel free to use this on your one off games OR build the entire set into your customer MegaMod ( just dont complain to me if we make a update and you need to manually patch your data). All maps, sprites, data ETC contributed to this map pack are done so under the condition that you provide them under the Creative Commons  Attribution Licence (CC BY NC) see link : https://creativecommons.org/licenses/by/4.0/


What do i need to do to donate some maps to this project?
Basically the same thing you would do if you where building it into a Mod yourself, just provide the Rulesets file just for your maps ( please remove any Vanilla data from them) and all the necessary Maps files, Terrain File and Routes. Also, if you could include the Mapview Ruleset data ( please use MAPVIEW2 if you can as it make it easier for me) that will allow us to also provide the mapfiles in the downloaded mod for Other modders to expand your work.

Can i just contribute a Map Block instead of a map set?
Yes, BUT, if your expanding a vanilla mapset, you need to make sure your new block is in the same "style" of the original map and you will need to ensure you provide a  working Ruleset also to allow this to mix in at the correct "ratio" so it doesnt look out of place.

I have this mapeset you can include but i have modified one of the Vanilla MCD/PCK/Tab files when i made it, what do i do?
Simply rename that file with a unique ending so it wont overwrite any Vanilla files when i merge it, as an example, i am sure everyone modder has seen a Terrain file with "_L83" on the end, these are vanilla files i modified instead of making from scratch. Also, dont forget to update your Ruleset to the new file names before sending them in!

Can i create 2 version of the same mapset, donate one edition to the community but still keep the other version free of all your licence BS?
Yes, once you contribute a set of maps to us, they become the property of the whole community and will NOT be removed even if you request, but as the original creator, you can have your own set and  choose to do what ever you please with them even use them on a commercial project if you wish, the originals are still yours.

Hey, i have this script that Mixes mapset A with mapset Z, can i contribute it?
Yes, BUT, the 2 mapsets should blend together seamlessly and they total feel of the map should still be maintained. As you can image, if you where mixing a Desert block with some Polar Blocks, expect to be told no :)

Will the map pack contain UFOs?
Yes, however for TFTD the Vanilla game states that the aliens USOs are all based on Underwater Animal Designs, as such to keep the Vanilla feel, we will only support USOs that look something like a animal (it doesn't need to be perfect just not a huge 8 level high cube  :P ) For Vanilla UFOs they game is a little more flexibly when it comes to the shapes so as long as its not to far from the original designs they should be acceptable . Each UFO though should come with the correct interception ( dogfighting) image. Note : any NEW ufos should be similar in total Size to a existing class of ufos.

Hey, i found a error on Mapset X, who's job is it to fix it?
We would prefer the error be flagged with the mapsets original creator ( and a list of who made what will be in each download) so they can fix the error. If they are unwilling or unable to fix the error, then we will have a look and try to fix it ourselves.

Who is running this thing?
To start with i ( Luke83) will act as Administrator of this map pack but i would love it if some other Senior members of the modding community volunteered to help out with this also to spread the workload a little would be great, In a perfect world, this would not just be a IDT team project but a mix of several modders form several "projects", let see who else would like to contribute. All Assets contributed become the property of the community but credit for each contribution will always be given to the original creator, the Administrators are only involved to act as Quality Control and merge and release the data.

Will you be updating the Globe with more Textures?
Eventually YES but due to other modding obligations it may not be for several months, however if you have any TEXTURES for the globe that you would like to contribute, please send them in :)






17
IDT Modding Hub / Re: Pyramid Rebirth
« on: January 26, 2020, 07:47:26 am »
New version is up, had to fix a few map, let me know if you find any other map errors.

18
IDT Modding Hub / Re: Pyramid Rebirth
« on: January 25, 2020, 03:41:36 am »
Hello Luke83,

i wanted to ask you if i can use the overworked Pyramid MCD Tileset for the creation of some nice Mars themed map modules.

And if so, were could i find the newest version of the the tileset?

Sure, no problem, i will do a update this weekend on this so you can have the newest build

19
IDT Modding Hub / Re: Hybrid Globe - Vanilla
« on: January 18, 2020, 10:31:37 am »
Entry is more of a Special Mission map, all i have added so far is the NORMAL underwater maps as any new modder would need to add there own mission types ( or copy over from TFTD data).

But i will review your file for the next update ;D

The goal here is not for me to create another Hybrid mod for myself, its more to give other modders the option of turning there mods into a Hybrid game without doing all the Hard Stuff themselves, they still need to do some of the work.

20
IDT Modding Hub / Re: Hybrid Globe - Vanilla
« on: January 17, 2020, 09:23:09 pm »
Newest Version is up now guys, it now come with TFTD Terrains converted so you just need to copy your TFTD/Maps and TFTD/ROUTES folder into this mod and they will work in game :)

Still have plenty of work to do on the next version of this but im holding off until i get more Bug reports :)

https://openxcom.mod.io/hybrid-geoscape

21
Very nice.
I did a similar thing (thought not as pretty), but I also surrounded the area with cave walls.

Thanks Mate,
 Yes, at first i also thought i would WALL IN these maps but eventually changed my mind on that approach. Im glad you like the "look" of the maps, its honestly just a darker version of the Mountain terrain :P I have several sets of these maps, i have a Core set that is just the "cave" , that acts as the "general terrain" for my undergrounds and then i use a secondary set to mix in the "faction Specific" items so in this map we have lots of water on the ground and stalagmites.

Hoping to finish this set tonight so i can get chase up a few Errors i have been told about in the "Hybrid Globe" i released for the community.



22
Tools / Re: MAPVIEW upgrade
« on: January 07, 2020, 07:53:19 am »
I just manually copy the Maps and Routes to temp file, then use a Bulk Renaming Tool to change the names. In mapview, just open the Map Tileset.YML file, find the data you want and duplicate and rename there with your favourite Text Editor and your good to go.

23
Working on a New Base design for another one of our Factions


24
Help / Re: Murky overlay for undersea battlescape.
« on: January 06, 2020, 02:15:34 am »
If you like my pallet, just use my pallet, doing extra work just so its created by you make little sence to me.

25
Happy New Year - Here is Australia, it has just hit midnight, as such, 2020 is going to be the Year of the Hybrid, so to celebrate 12 months on working on Factions, here is a our current build of OXC-Factions: https://openxcom.mod.io/oxc-factions


Also, Here is our Hybrid Geoscape for those who want to build there own Hybrid mods: https://openxcom.mod.io/hybrid-geoscape

Enjoy :P

26
IDT Modding Hub / Re: Hybrid Globe - Vanilla
« on: December 31, 2019, 02:53:15 pm »
The current version of the Hybrid globe is uploaded to the mod site :)

https://openxcom.mod.io/hybrid-geoscape

27
Open Feedback / Re: LOVING THE NEW UFO DEFENSE
« on: December 30, 2019, 06:04:17 am »
I'm not sure what it means, but if you mean that all stresses and such would have to be done by the mapper completely by hand, for each block, then... well, sorry, no way...
Doing it at the MCD Level and apply a support strength to each item sounds like the easy solution but im sure some building configurations wont standup by default if we take that approach. My thought was to do it on a Mapblock  level and just flag a few items around the Map as "load bearing" and show area around each "load bearing item" to show how much that enitity is  supporting. To me if i only had to flag 8 items per map block this way it doesnt seam like a huge amount of work to be honest, the vanilla Urban set would be done in like 30mins.

Now maths & coding are NOT my things so i will stay out of the details of how you handle it ( as there are plenty of smarter people on here than me) but let me know when your ready to test as im happy to help at that level :)

28
WIP, Terra-forming my Expanded Port Terrain (its now a Airport instead), into a Xeno Infected base



29
OXCE Suggestions DONE / Re: [DONE] Instant Battle - Hide entries
« on: December 27, 2019, 10:21:32 pm »
Thankyou Meridain,
 Can you confirm the syntax, i just downloaded V6.2 to test but this is not currently setup in the Ruleset validation so i thought i better ask to be sure :)

Also will the same work for underwater versions of Armour?


30
Open Feedback / Re: LOVING THE NEW UFO DEFENSE
« on: December 27, 2019, 10:11:20 pm »
Collapsing terrain is perhaps the most challenging, as it would probably require redoing all maps, both vanilla and custom.

If someone codes in the requirements for that i would be more than happy to do my fair share of maps :P I am picturing this as a 3rd map file for each mapset, something we could add through Mapview2 would be fantastic. You would want a global variable in game to turn it off though for a Vanilla Experience.

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