aliens

Author Topic: [DONE][Suggestion] Rectangle shaped base facilities  (Read 1778 times)

Offline 0xEBJC

  • Colonel
  • ****
  • Posts: 180
  • Y'all are awesome! Thankful for this community.
    • View Profile
    • My Projects
[DONE][Suggestion] Rectangle shaped base facilities
« on: December 02, 2023, 02:59:54 am »
Hey Meridian,

Would you consider adding the ability to define rectangle width_x height_y size base facilities?

I currently have the graphics and rule files completed for a (size 4x2) hangar.  I'm looking a remaking the hangar expansion mod, make it more realistic, better fit crafts and update graphics doing pixel art vs photoshop down sampling.   I was also thinking this would work well for something like a  training / firing range 2x1 for a shooting range or a 1x2 garage for X-Com Files automobiles?

Thanks for your time.
-JC

Offline Meridian

  • Global Moderator
  • Commander
  • *****
  • Posts: 9113
    • View Profile
Re: Rectangle shaped base facilities??
« Reply #1 on: December 09, 2023, 11:49:11 am »
I'm not against this feature.

But it's a lot of coding, and even much more testing, especially on the battlescape.

Offline 0xEBJC

  • Colonel
  • ****
  • Posts: 180
  • Y'all are awesome! Thankful for this community.
    • View Profile
    • My Projects
Re: [Suggestion] Rectangle shaped base facilities
« Reply #2 on: December 11, 2023, 05:52:00 pm »
OK, thanks

Yeah, No rush, this could be a backlog item.  If you'd like I can work on building the battlescape first and let you know when that mostly completed so if and when you decided to implement this I'd have the mod mostly completed.

I'm just getting into looking at the forms for tools resources for editing and creating battlescape and haven't started that portion of the hangars.

Offline Meridian

  • Global Moderator
  • Commander
  • *****
  • Posts: 9113
    • View Profile
Re: [DONE][Suggestion] Rectangle shaped base facilities
« Reply #3 on: January 04, 2024, 07:41:05 pm »
It wasn't as much coding as I expected.
But it is even more testing than I expected.

There shouldn't be any issues with the square-shaped facilities.
But rectangle-shaped facilities need a lot more testing.
Help appreciated.

I did very basic testing on geoscape and battlescape.
With the exception of vertical terrain, but I've asked Ohartenstein23 for help.

Code: https://github.com/MeridianOXC/OpenXcom/commit/8f33bbfe04f7441804dc009b5e8897f84dba767b

Test build: https://lxnt.wtf/oxem/builds//Extended/Extended-7.10.4-9341b8fbd-2024-01-04-win64.7z

Very simple test ruleset:

Code: [Select]
facilities:
  - type: STR_HANGAR_HALF
    spriteShape: 11
    spriteFacility: 9
    sizeX: 2
    sizeY: 1
    buildCost: 200000
    buildTime: 25
    monthlyCost: 25000
    crafts: 1
    storageTiles: [[-1, -1, -1]]
    mapName: XBASE_16

Offline 0xEBJC

  • Colonel
  • ****
  • Posts: 180
  • Y'all are awesome! Thankful for this community.
    • View Profile
    • My Projects
Re: [DONE][Suggestion] Rectangle shaped base facilities
« Reply #4 on: February 08, 2024, 06:58:24 pm »
Ok, thanks,

I'll work on testing as I get time, I'm traveling a month for work soon, will mostly be after that.

Done
0.) I have created all the basescape sprites

Will work on
1.) I'll finish rule files
2.) I need to learn how to make battlescape maps - to create a rectangle battlescape to match basecape
3.) Then play through base battlescape testing.

Questions:
- Is there an easy ways to force / trigger an alien base attack? even from a new start game?
- what kind of debug tools / mode is there? I'm new to testing for bugs outside of just play-through. (i'll search the forms, which I haven't done yet)



Offline Meridian

  • Global Moderator
  • Commander
  • *****
  • Posts: 9113
    • View Profile
Re: [DONE][Suggestion] Rectangle shaped base facilities
« Reply #5 on: February 09, 2024, 07:42:48 pm »
Questions:
1. Is there an easy ways to force / trigger an alien base attack? even from a new start game?
2. what kind of debug tools / mode is there? I'm new to testing for bugs outside of just play-through. (i'll search the forms, which I haven't done yet)

1. modify mission scripts to generate an alien base mission at start (instead of alien research) and start a new game on superhuman
2. there are no openxcom-specific debug tools