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Author Topic: [MAPS] (UPDATE v1.4) Hobbes Terrain Mods for OpenXCom  (Read 56302 times)

Offline civilian

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[MAPS] (UPDATE v1.4) Hobbes Terrain Mods for OpenXCom
« on: April 25, 2014, 11:27:16 am »
Hi, i converted the nice terrain mods from Hobbes Xcom website so that they can be used in OpenXcom WITHOUT oerwriting/replacing default terrains. Here the website https://area51.xcomufo.com/

have fun!

update: removed Expanded Terror Terrain and disabled Port Terrain
« Last Edit: May 17, 2014, 04:11:22 am by Warboy1982 »

Offline Tarvis

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Re: (RELEASE) Hobbes Terrain Mods for OpenXCom
« Reply #1 on: April 25, 2014, 02:21:18 pm »
Does the Mad City also contain the unrotated versions as possible blocks? That would be pretty good for variety, I think

Offline Angelus_EV

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Re: (RELEASE) Hobbes Terrain Mods for OpenXCom
« Reply #2 on: April 25, 2014, 08:39:09 pm »
i tested this! its awesome.
i have a question, its possible to this mod can be used whit expanded_terror_v2.2 at the same time?
i mean bout mods are enabled now and no crash detected but expanded_terror_v2.2 sites comes out every time...

Offline civilian

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Re: (RELEASE) Hobbes Terrain Mods for OpenXCom
« Reply #3 on: April 26, 2014, 11:26:31 am »
Yes, Angelus_EV I updated the files, it includes all mods in one nice file and combines them with the expanded terror mod.
« Last Edit: April 27, 2014, 01:12:32 pm by civilian »

Offline civilian

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Re: (RELEASE) Hobbes Terrain Mods for OpenXCom
« Reply #4 on: April 26, 2014, 11:28:09 am »
Does the Mad City also contain the unrotated versions as possible blocks? That would be pretty good for variety, I think
I honestly don't know.  :-[

Offline Angelus_EV

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Re: (UPDATE v1.1) Hobbes Terrain Mods for OpenXCom
« Reply #5 on: April 26, 2014, 06:25:19 pm »
great work!

Online Solarius Scorch

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Re: (UPDATE v1.1) Hobbes Terrain Mods for OpenXCom
« Reply #6 on: April 26, 2014, 08:17:22 pm »
Can we update all of the new terror sites to the "Level 3 is ground level" standard, like in Luke's Expanded Terror?

I expect it to be trivial to do, once you know the tools (which I don't, and I have my hands full with other projects :P ).
I think it would be great to bring ALL the maps to this standard. Imagine the Arctic maps, where you fall to your death if the ice under you is destroyed... :P

Offline civilian

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Re: (UPDATE v1.2) Hobbes Terrain Mods for OpenXCom
« Reply #7 on: April 27, 2014, 01:12:11 pm »
That sounds nice, but how to do that?  :o  :-\

Mapview works for me, but how to change the height settings of an existing map and all that is beyond me atm...

Online Solarius Scorch

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Re: (UPDATE v1.2) Hobbes Terrain Mods for OpenXCom
« Reply #8 on: April 27, 2014, 01:46:17 pm »
That sounds nice, but how to do that?  :o  :-\

Mapview works for me, but how to change the height settings of an existing map and all that is beyond me atm...

I don't really know (otherwise I'd do it myself), but I'm guessing you have to:
- add the tileset containing earth to the map,
- add 3 (I think) to the height of every single map block - I know there's an option for this,
- make sure the new height levels are below the old ones,
- add the earth blocks.
That's the theory. :P

EDIT:
Terror missions in Quick Battle crash my game. Always. The log says nothing.
I haven't tried the actual game yet.

EDIT: In the game, it crashes too. I have no lead on what's going on.
« Last Edit: April 28, 2014, 02:18:27 am by Solarius Scorch »

Offline Warboy1982

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Re: (UPDATE v1.2) Hobbes Terrain Mods for OpenXCom
« Reply #9 on: April 28, 2014, 03:55:33 am »
file->resize map

but i don't think this is necessary, it just causes unnecessary fps loss, and doesn't really add anything to the game. luke did it that way because he built basements, but he didn't really go deeper than one level (as far as i know)
« Last Edit: April 28, 2014, 04:00:04 am by Warboy1982 »

Offline civilian

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Re: (UPDATE v1.2) Hobbes Terrain Mods for OpenXCom
« Reply #10 on: April 28, 2014, 10:55:50 am »
Thanks for the info, warboy1982.

Solarius Scorch, now with the latest build the terror missions crash again for me, too. I really wish there was a final and dependable fix for all this.  :-\

So for the moment the only way to avoid the crashes is to comment out the Expanded Terror Mod's  terrain in the rul file.

Online Solarius Scorch

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Re: (UPDATE v1.2) Hobbes Terrain Mods for OpenXCom
« Reply #11 on: April 28, 2014, 11:53:01 am »
:(

When I have time in the evening, I'll try the old version - the one with five different rulesets.

Or perhaps some good deity dissects and fixes the mod. :P I'll give it a try, but don't really know where to start. (All the files seem to be present.)

Offline civilian

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Re: (UPDATE v1.3) Hobbes Terrain Mods for OpenXCom
« Reply #12 on: April 29, 2014, 11:15:32 am »
The ruleset is not the problem, the map height is.  :)

I updated the mod by deleting the Expanded Terror map. sry.

Online Solarius Scorch

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Re: (UPDATE v1.3) Hobbes Terrain Mods for OpenXCom
« Reply #13 on: April 29, 2014, 03:45:39 pm »
The ruleset is not the problem, the map height is.  :)

I updated the mod by deleting the Expanded Terror map. sry.

I understand we can have this mod AND the expanded terror at the same time as separate mods, right?

Offline civilian

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Re: (UPDATE v1.4) Hobbes Terrain Mods for OpenXCom
« Reply #14 on: April 30, 2014, 12:27:26 pm »
Yes. But I had to disable the Port Terrain now, too as it causes CTD's when a unit dies on certain tiles.