Author Topic: Expanded U_BASE  (Read 66479 times)

Offline hellrazor

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Re: Expanded U_BASE
« Reply #60 on: February 23, 2015, 09:15:27 am »
Yeah, I suspected this would not work.

Maps are beyond me, unfortunately. We can pray that Hobbes integrates this into his terrain mod, or maybe it's time to learn how the map scripts actually work.

(Just seems pointless for me to do it since I can't design maps any ways. Can't run mapview...)

I guess i will start digging into that (doing mapscripts) because i really wanted to have bigger (60x60 instead of 50x50) sized Alien Bases for my Mod, with additional Modules and more variety.

Offline hellrazor

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Re: Expanded U_BASE
« Reply #61 on: February 23, 2015, 11:04:10 pm »
Good Evening!

I modified luke's original ruleset for the expanded ubase.
It now works with the NEWEST NIGHTLY!
The maps now get generated once again with the full pleasure of all those lovely new tiles :)

Edit: forgot to set shade: 15 ...
« Last Edit: February 23, 2015, 11:15:26 pm by hellrazor »

Offline hellrazor

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Re: Expanded U_BASE
« Reply #62 on: February 23, 2015, 11:07:34 pm »
Some more Screenshots:



Btw anyone have any clue to fix those tiles on screenshot000?

Offline Arthanor

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Re: Expanded U_BASE
« Reply #63 on: February 24, 2015, 01:22:41 am »
Neat! Just in time for when I am about to storm my first alien base this playthrough :D

Do you mean the tiles that look like damaged objects? I wonder what they are intended to be.. Should they not just be changed in MapView (says the guy with 0 MapView experience...)

Offline hellrazor

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Re: Expanded U_BASE
« Reply #64 on: February 24, 2015, 01:45:31 am »
Neat! Just in time for when I am about to storm my first alien base this playthrough :D

Do you mean the tiles that look like damaged objects? I wonder what they are intended to be.. Should they not just be changed in MapView (says the guy with 0 MapView experience...)

They are actually flickering, i guess something is screwed up, or they are intended to be so, see for yourself.(-> Skirmish Mode)

Offline Arthanor

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Re: Expanded U_BASE
« Reply #65 on: February 24, 2015, 02:46:02 am »
I never think of debug mod.. These definitely look weird and I can't believe they work as intended. I think animated blocks just cycle through MCD indexes for objects. These must have the wrong starting point or be intended to be the first object and not looping.

Another thing I have discovered: This mod restates the weapons given to aliens although I'm not sure why. A property is only changed if it is redefined, leaving alien weapons out of this would simply use vanilla weapons (which this does any ways) unless another mod was modifying them, instead of interfering. This makes it incompatible with the Alien Armoury Expanded for no reason.

Offline Hobbes

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Re: Expanded U_BASE
« Reply #66 on: February 24, 2015, 03:33:29 am »
This bug has been reported already on page 4.

I've looked into it and the U_BASE2.MCD file is a complete mess, since several entries seem to have been compressed into a single one and the PCK file also seems corrupted. That's what causing the flickering.
« Last Edit: February 24, 2015, 03:36:45 am by Hobbes »

Offline hellrazor

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Re: Expanded U_BASE
« Reply #67 on: February 24, 2015, 05:53:27 am »
This bug has been reported already on page 4.

I've looked into it and the U_BASE2.MCD file is a complete mess, since several entries seem to have been compressed into a single one and the PCK file also seems corrupted. That's what causing the flickering.

Would you be able to fix this UBASE2.MCD issues?
Otherwise i have spend some time now and kategorising the map files (at least the ones which were only variants of original ones. I alos changed the filenames accordingly.

I was digging a little through the ruleset and decided to rewrite the FULL_expanded_ubase.rul a little.
The maps which are now generated look really nice, take a look for yourself (see attachment).

Another thing I have discovered: This mod restates the weapons given to aliens although I'm not sure why. A property is only changed if it is redefined, leaving alien weapons out of this would simply use vanilla weapons (which this does any ways) unless another mod was modifying them, instead of interfering. This makes it incompatible with the Alien Armoury Expanded for no reason.

Well the original Author did also change the mapsize to 60x60 (which i also did), but also added in more Alien in the alienDeployment (that's why there are loadouts).
I removed those for the moment. (see attachment)

Code: [Select]
###BEGIN MAPSCRIPT
mapScripts:
#BEGIN ALIEN BASE
  - type: ALIENBASE
    commands:
    - type: addBlock
      groups: 2
      executions: 2
    - type: addBlock
      size: 2
      groups: 3
    - type: addBlock
      size: 2
      groups: 5
    - type: addBlock
      size: 2
      groups: 6
    - type: addBlock
      size: 2
      executions: 2
    - type: addBlock
      executions: 3
      groups: 7
    - type: addBlock
      executions: 1
      groups: 8
    - type: fillArea
      groups: [0, 1]
      freqs: [3, 2]
    - type: digTunnel
      direction: both
      tunnelData:
        level: 0
        MCDReplacements:
          - type: westWall
            set: 2
            entry: 18
          - type: northWall
            set: 2
            entry: 17
          - type: corner
            set: 2
            entry: 19
          - type: floor
            set: 1
            entry: 63
#END ALIEN BASE
###END MAPSCRIPT

###BEGIN ALIEN DEPLOYMENT
alienDeployments:

#BEGIN ALIEN BASE ASSAULT
  - type: STR_ALIEN_BASE_ASSAULT
    width: 60
    length: 60
    height: 2
    terrains:
      - UBASE
    shade: 7
    script: ALIENBASE
#END ALIEN BASE ASSAULT

###END ALIEN DEPLOYMENT

###BEGIN TERRAIN
terrains:
  - name: UBASE
    mapDataSets:
      - BLANKS
      - U_BASE
      - U_WALL02
      - U_PODS
      - BRAIN
      - U_BASE2
    mapBlocks:
#BEGIN ALIEN BRAIN
      - name: UBASE_15
        width: 20
        length: 20
        groups: 4
#END ALIEN BRAIN

#BEGIN ALIEN BASE CONTROL
      - name: UBASE_00
        width: 20
        length: 20
        groups: 3
      - name: UBASE_00b
        width: 20
        length: 20
        groups: 3
#END ALIEN BASE CONTROL

#BEGIN ENTRY POINTS
      - name: UBASE_04
        width: 10
        length: 10
        groups: 2
        revealedFloors: 1
      - name: UBASE_04b
        width: 10
        length: 10
        groups: 2
#END ENTRY POINTS

#BEGIN TUNNELS
      - name: UBASE_07
        width: 10
        length: 10
        groups: 1
      - name: UBASE_07b
        width: 10
        length: 10
        groups: 1
      - name: UBASE_10
        width: 10
        length: 10
        groups: 1
#END TUNNELS

#BEGIN LARGE GARDENS
      - name: UBASE_01
        width: 20
        length: 20
        groups: 5
      - name: UBASE_01b
        width: 20
        length: 20
        groups: 5
      - name: UBASE_01c
        width: 20
        length: 20
        groups: 5
#END LARGE GARDENS

#BEGIN LARGE STORAGE
      - name: UBASE_02
        width: 20
        length: 20
        groups: 6
      - name: UBASE_02b
        width: 20
        length: 20
        groups: 6
      - name: UBASE_02c
        width: 20
        length: 20
        groups: 6
#END LARGE STORAGE

#BEGIN FORT
      - name: UBASE_06
        width: 10
        length: 10
        groups: 7
      - name: UBASE_06b
        width: 10
        length: 10
        groups: 7
      - name: UBASE_16
        width: 10
        length: 10
        groups: 7
      - name: UBASE_16b
        width: 10
        length: 10
        groups: 7
#END FORT

#BEGIN ENERGY
      - name: UBASE_12
        width: 10
        length: 10
        groups: 8
      - name: UBASE_12b
        width: 10
        length: 10
        groups: 8
#END ENERGY

#BEGIN ENTERTAINMENT
      - name: UBASE_11
        width: 10
        length: 10
      - name: UBASE_11b
        width: 10
        length: 10
#END ENTERTAINMENT

#BEGIN SMALL GARDENS
      - name: UBASE_14
        width: 10
        length: 10
      - name: UBASE_09
        width: 10
        length: 10
      - name: UBASE_09b
        width: 10
        length: 10
      - name: UBASE_09c
        width: 10
        length: 10
#END SMALL GARDENS

#BEGIN SMALL STORAGE
      - name: UBASE_08
        width: 10
        length: 10
      - name: UBASE_08b
        width: 10
        length: 10
      - name: UBASE_05
        width: 10
        length: 10
      - name: UBASE_05b
        width: 10
        length: 10
      - name: UBASE_13
        width: 10
        length: 10
      - name: UBASE_17
        width: 10
        length: 10
     - name: UBASE_17b
        width: 10
        length: 10
#END SMALL STORAGE

#BEGIN ALIEN SPECIAL FACILITY
#ENERGY
      - name: UBASE_03
        width: 20
        length: 20
#UBASE_41 NEEDS FIX
#      - name: UBASE_41
#        width: 20
#        length: 20
#COM
      - name: UBASE_18
        width: 20
        length: 20
#CLONE TANKS
      - name: UBASE_19
        width: 20
        length: 20
#SCOUTS
      - name: UBASE_20
        width: 20
        length: 20
#END ALIEN SPECIAL FACILITY
###END TERRAIN

###BEGIN MCDPATCHES
MCDPatches:
  - type: U_BASE2
    data:
      - MCDIndex: 9
        specialType: 6
###END MCDPATCHES
« Last Edit: February 24, 2015, 08:04:10 am by hellrazor »

Offline Hobbes

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Re: Expanded U_BASE
« Reply #68 on: February 24, 2015, 05:57:22 am »
Would you be able to fix this UBASE2.MCD issues?

Yes but I have no idea of how the existing entries are used in the map blocks so you might get strange effects on maps. I also need to wait until MCDEditor is fixed since presently it isn't possible to export the PCK file into a PNG to check for graphic errors.

Offline hellrazor

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Re: Expanded U_BASE
« Reply #69 on: February 24, 2015, 06:34:10 am »
Yes but I have no idea of how the existing entries are used in the map blocks so you might get strange effects on maps. I also need to wait until MCDEditor is fixed since presently it isn't possible to export the PCK file into a PNG to check for graphic errors.

For the moment i have commented out the map which is in question in the ruleset above.

Offline hellrazor

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Re: Expanded U_BASE
« Reply #70 on: February 24, 2015, 08:05:40 am »
Yes but I have no idea of how the existing entries are used in the map blocks so you might get strange effects on maps. I also need to wait until MCDEditor is fixed since presently it isn't possible to export the PCK file into a PNG to check for graphic errors.

I have Provided a Expanded_Ubase_Nightly.zip could we probably add this on the mod portal?
« Last Edit: February 24, 2015, 08:12:46 am by hellrazor »

Offline Hobbes

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Re: Expanded U_BASE
« Reply #71 on: February 24, 2015, 08:28:15 pm »
I have Provided a Expanded_Ubase_Nightly.zip could we probably add this on the mod portal?

Send a PM to Luke83 asking if he can update the mod, otherwise the same mod will be present twice on the portal.

I've attached the fixed U_BASE2 below.

Offline hellrazor

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Re: Expanded U_BASE
« Reply #72 on: February 25, 2015, 07:08:08 am »
Send a PM to Luke83 asking if he can update the mod, otherwise the same mod will be present twice on the portal.

I've attached the fixed U_BASE2 below.

Thank you Hobbes. I will test this out as soon as i have the time.
And btw i forgot 1 map (UBASE_31.MAP) it was totally under my radar because it was not in the original ruleset file.
But it's just another variant of the Alien Entertainment Chamber. I also checked my work from the weekend and changed a few Map names, because i categorized them wrongly.
Attached File contains it and i did a small change to the map script.

Edit just tested the Terrain, great work the flickering is gone. Maybe we need to replace some tiles on Map UBASE_41.MAP because they only show up as destroyed versions.
Everything included in the file attachment.
« Last Edit: February 25, 2015, 07:24:32 am by hellrazor »

Offline hellrazor

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Re: Expanded U_BASE
« Reply #73 on: February 26, 2015, 12:16:23 am »
I took the freedom to edit UBASE_41.MAP

I replaced the damaged tiles with the correct ones, and also added 4 Consoles.
You would not believe it, but know actually you can understand the function of it.
It seems to be a facility which can make more aliens!

See Screenshot.

Included this new file in Expanded_UBASE_Nightly_v1.1.zip
« Last Edit: February 26, 2015, 12:18:07 am by hellrazor »

Offline ivandogovich

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Re: Expanded U_BASE
« Reply #74 on: February 26, 2015, 01:04:22 am »
Everytime I see this facility, I wonder... is it connected to the rest of the base?? on the second floor maybe?  I can never tell from the screenshots. 

Because... if it doesn't connect, well... that just makes it so you can never take out the last alien, right?

Cheers, Ivan :D