aliens

Author Topic: Men in Black | Cover Alien | Gazer Alien | WIP new thing  (Read 224302 times)

Offline robin

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Re: Men in Black -beta 2.2 | Cover Alien 1.2
« Reply #150 on: April 27, 2014, 10:24:46 pm »
Be careful because I include modified ItemLevels in my mib MOD, I think you need to remove that.. right?

Offline Solarius Scorch

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Re: Men in Black -beta 2.2 | Cover Alien 1.2
« Reply #151 on: April 27, 2014, 10:33:44 pm »
Be careful because I include modified ItemLevels in my mib MOD, I think you need to remove that.. right?

Crap, you're right...

Edited the ruleset and posted it in the same post.
« Last Edit: April 27, 2014, 10:37:03 pm by Solarius Scorch »

Offline robin

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Re: Men in Black -beta 2.2 | Cover Alien 1.2
« Reply #152 on: April 29, 2014, 12:30:15 pm »
So guys.. help.

I've managed (it seems) to have ufo spawning already on ground for a indefinite amount of time (tested and it works with "P-" trajectories, I still have doubt about brand new trajectories).
The trajectories I'm testing now are all like this (20 years on land ufo):
    groundTimer: 630720000 
    waypoints:
      - [x, 1 , 100]
      - [x, 0 , 100]
(where x = 1, 2, 3, 4, or 5)

Also it could be that setting the timer too long could cause this error:



Not sure about this, it happened only once and I haven't been able to reproduce it again.


But for 10-hours terror mission there shouldn't be a problem. So, since I can't force a terrain, I need an ufo that looks like a "bunch of huts" (this way I can have civilians on the map, since there'll be this little group of houses, no matter what kind of terrain the geoscape assign to the mission; and maybe adding some black SUVs fro the MiB).

The problem is that it seems I can't into mapview. Can't even manage to load the extra maps form the "completed mods" section (I was going to rip everything of  course).
Is there a for-dummies guide around? Is the version on luke website obsolete?
I need a mapview guru that I can harass to hold my hand while I fail countless times.
Thanks.
« Last Edit: April 29, 2014, 02:27:22 pm by robin »

Offline Warboy1982

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Re: Men in Black -beta 2.2 | Cover Alien 1.2
« Reply #153 on: April 29, 2014, 02:54:01 pm »
you need to play around with the paths to get it working, here's my configs... edit the paths.pth and mapedit.dat to match your folder structure and make sure to rename all of luke's pck/mcd/tab files as ALLCAPS

Offline robin

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Re: Men in Black -beta 2.2 | Cover Alien 1.2
« Reply #154 on: April 29, 2014, 09:40:31 pm »
you need to play around with the paths to get it working, here's my configs... edit the paths.pth and mapedit.dat to match your folder structure and make sure to rename all of luke's pck/mcd/tab files as ALLCAPS
I'm not using lukes though but HOBBES.
I feel like I'm missing something very basic.
When I run mapView for the first time it asks me for the game paths, all the maps, routes, terrains, are in there, the old an the new: it automatically the generates all the data for the old maps but nothing at all for the new, is it normal that it manages to "sense" only the old files while completely miss the new ones?

Offline civilian

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Re: Men in Black -beta 2.2 | Cover Alien 1.2
« Reply #155 on: April 30, 2014, 12:20:34 pm »
Yes, mapview is not very user-friendly, you have to import the maps over the path menu, one by one, adding the required PCK tilesets for each map IN THE RIGHT ORDER. That and I can not seem to get it to recognize the new tilesets.

Offline robin

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Re: Men in Black -beta 2.2 | Cover Alien 1.2
« Reply #156 on: April 30, 2014, 02:37:12 pm »
Yeah.

I managed to import all the stuff (area 51 maps and tilesets is what I'm using). I've put together some sets from that map-set to do the MiB base; it's a pity that copy-paste doesn't copy the nodes/spawnpoints, so right now I'm re-doing all of them.
I know it's quite a lazy job what I'm doing but I'm still not even sure that the base mission will work ingame.

[image removed, outdated]

In my next mod I want to replace the ufo-alien base graphics. I hope won't be a nightmare to do...
« Last Edit: May 02, 2014, 12:25:21 am by robin »

Offline robin

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Re: Men in Black -beta 2.2 | Cover Alien 1.2
« Reply #157 on: May 02, 2014, 12:29:04 am »
So I've mad a map. It doesn't work,.
When I click on "Quick Battle" the game closes up immediately.

I don't understand what I'm missing/doing wrong. Not the slightest clue.
(It might seems strange that a map is used as an ufo, but it can be done, I tested it with the common warehouse and it works).

Attached all the relevant files down here, if anyone could give me a hint...

Thanks.

It works. I'm an idiot. Sorry fro the false alarm.


« Last Edit: May 02, 2014, 03:19:08 am by robin »

Offline luke83

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Re: Men in Black -beta 2.2 | Cover Alien 1.2
« Reply #158 on: May 02, 2014, 09:06:18 am »
looks good

Offline robin

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Re: Men in Black -beta 2.2 | Cover Alien 1.2
« Reply #159 on: May 02, 2014, 02:59:35 pm »
Yep, I'm quite happy. I also feared the routes were too complicated (and some parameters of the nodes are unexplained, like "flag"), but it looks like they're working correctly.



Now I have to make the village for the "MiB terror" kind of mission. That one will exceed the 30x30 size, I hope it'll be ok.
« Last Edit: May 04, 2014, 02:06:31 am by robin »

Offline civilian

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Re: Men in Black -beta 2.2 | Cover Alien 1.2
« Reply #160 on: May 03, 2014, 02:53:59 pm »
Cool!  :D

Offline robin

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Re: Men in Black -RC 2.6 | Cover Alien 1.2
« Reply #161 on: May 04, 2014, 01:58:18 am »
2.6 release candidate uploaded.
So the MiB MOD is basically done.
The the MiB terror mission is now implemented too, and since I managed to get a MiB base mission I'm very sure everything is working now (bugs aside).
(Once I've tested more, I'll also upload it on the mod site).

Here's the village I'm using for the MiB terror (you can test it immediatly with a Quick Battle; the MiB base too of course).
It looks bleak because it needs to go along with any kind of terrain, desert, jungle and ice included.
I'ts not randomized because it is actually a "ufo map"; until we can't force a terrain we have to settle with this technique.




« Last Edit: May 04, 2014, 02:05:50 am by robin »

Offline Angelus_EV

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Re: Men in Black -RC 2.6 | Cover Alien 1.2
« Reply #162 on: May 04, 2014, 02:48:59 am »
Wow then, whit this way anyone can do a map to replace final cidonia and do a challenger map or maybe a set of alternate semi final maps like a sectoid clone center or a crhisalid nest

Offline Solarius Scorch

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Re: Men in Black -RC 2.6 | Cover Alien 1.2
« Reply #163 on: May 04, 2014, 03:00:16 am »
Wow then, whit this way anyone can do a map to replace final cidonia and do a challenger map or maybe a set of alternate semi final maps like a sectoid clone center or a crhisalid nest

Yeah, you basically need to make a new alien mission, assign it to the desired race (or races, but I can see you're thinking of race-specific missions) and that's it.
Although if you want Chryssalids only, or Chryssalids with Snakemen in some other proportions, or whatever non-standard, you'll have to specify a "new" race.

Offline Angelus_EV

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Re: Men in Black -RC 2.6 | Cover Alien 1.2
« Reply #164 on: May 04, 2014, 03:02:16 am »
Well its just an idea coding it's a dream for me