Author Topic: Expanded U_BASE  (Read 66477 times)

Offline Hobbes

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Re: Expanded U_BASE
« Reply #30 on: July 17, 2014, 02:27:55 pm »
Could i found all .lua file on area51map depo into downtown pack ?
In that file there are more than one lua file
I have to recognize all cases to find a compatibile declarative syntax
Do you have Times to show other cases ?

Those extra .lua files on the Downtown pack are pre-configured maps (not random) for loading prior to a combat. What other cases do you need?

Offline davide

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Re: Expanded U_BASE
« Reply #31 on: July 17, 2014, 04:18:03 pm »
No other  I begin to understand it but I have difficult to invent a rule syntax to express the same actions on map composition

I found a file named
UFO2000 Booster Pack.rar\extensions\terrain-dawn-city\
that contain 100 down maps ad a .lua with hundreds of line of script.

in this moment I am think that the best, clear, stable, and quickly thing
could be something to ...

 
Code: [Select]
- name: DAWNTOWN
 ....
   externalMapDesign: DownTown.lua
    mapBlocks:
      - name: DAWN00
        width: 10
        length: 10
...
      - name: DAWN99
        width: 10
        length: 10
 

but I think that this feature will not accepted ... :'(




therefore if you have some new idea I am here ...


 

Offline Hobbes

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Re: Expanded U_BASE
« Reply #32 on: July 17, 2014, 04:41:49 pm »
No other  I begin to understand it but I have difficult to invent a rule syntax to express the same actions on map composition

I found a file named
UFO2000 Booster Pack.rar\extensions\terrain-dawn-city\
that contain 100 down maps ad a .lua with hundreds of line of script.

in this moment I am think that the best, clear, stable, and quickly thing
could be something to ...

 
Code: [Select]
- name: DAWNTOWN
 ....
   externalMapDesign: DownTown.lua
    mapBlocks:
      - name: DAWN00
        width: 10
        length: 10
...
      - name: DAWN99
        width: 10
        length: 10
 

but I think that this feature will not accepted ... :'(




therefore if you have some new idea I am here ...

I thought you mean the Downtown terrain, which is a different terrain from Dawn City.

I'm not looking for a quick solution to this issue but rather to give generic ideas for new features to be used by modders.

Offline davide

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Re: Expanded U_BASE
« Reply #33 on: July 17, 2014, 05:46:52 pm »
I apologize, mine doubts are:

is width the X coordinate  ?

is lenght  the Y coordinate  ? (is growing it to right ?)

What is the corner with the  origin of coordinate ?

is it sufficent these syntax to allow required task:


Code: [Select]
   - name:DOWN60
        width: 20
        length: 30

#when next map is Down35 will be inserted map Down78 at coordinate [ DOWN60.X, DOWN60.Y + (DOWN60.Lenght - offset) ]

       overlapMapsY = [ Down35, Down78, 10,  Down36, Down78, 10,  Down37, Down78, 10, ..... , Down42, Down78, 10]
       
       overlapMapsX = [ ... ]
 

Offline Hobbes

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Re: Expanded U_BASE
« Reply #34 on: July 17, 2014, 07:03:34 pm »
I apologize, mine doubts are:

is width the X coordinate  ?

is lenght  the Y coordinate  ? (is growing it to right ?)

What is the corner with the  origin of coordinate ?

is it sufficent these syntax to allow required task:


Code: [Select]
   - name:DOWN60
        width: 20
        length: 30

#when next map is Down35 will be inserted map Down78 at coordinate [ DOWN60.X, DOWN60.Y + (DOWN60.Lenght - offset) ]

       overlapMapsY = [ Down35, Down78, 10,  Down36, Down78, 10,  Down37, Down78, 10, ..... , Down42, Down78, 10]
       
       overlapMapsX = [ ... ]
 

Good question since I think OXC considers width what I usually consider length. Just decide for yourself what is length and width since I'll figure it out later.

The corner of the origin of coordinate is x,y?

Offline davide

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Re: Expanded U_BASE
« Reply #35 on: July 17, 2014, 07:27:50 pm »
Good question since I think OXC considers width what I usually consider length. Just decide for yourself what is length and width since I'll figure it out later.

The corner of the origin of coordinate is x,y?

I mean which is the map corner with (x=0, y=0) ?

Ok, I will identify coordinate name when I will debug the sorce code on a small size terrain.

In this moment remember that there is a way to run OpenXcom that shows internal/debug info, i have to search in the forum ...could be usefull for these questions. 


Are your maps (from OXC mods 1.9.3) DawnUrban01 and 02 to be connect (with offset 0, without overlap) ?



« Last Edit: July 17, 2014, 07:55:48 pm by davide »

Offline Hobbes

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Re: Expanded U_BASE
« Reply #36 on: July 17, 2014, 07:59:54 pm »
Are your maps (from OXC mods 1.9.3) DawnUrban01 and 02 to be connect (with offset 0, without overlap) ?

DawnUrban01 is used for the N road (and DawnUrban00 the W road), DawnUrban02 is for the crossroads.

Offline davide

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Re: Expanded U_BASE
« Reply #37 on: July 17, 2014, 08:11:13 pm »
type 3 and type 4, I understand now  :-[

Offline luke83

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Re: Expanded U_BASE
« Reply #38 on: July 20, 2014, 02:43:30 pm »
So back on topic...  ;)

I have my Clone tank ready to go and my Alien Medical equipment from my UFO to start building some none vanilla maps blocks into this set but there is still "Alien Habitat"  is a unused feature, anyone have any ideas for this one?
 
 Maybe they sleep standing up in a "BOX" similar to those found in TFTD ( 3 walls and a door)... Thoughts?

Online Solarius Scorch

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Re: Expanded U_BASE
« Reply #39 on: July 20, 2014, 02:59:00 pm »
Luke, sorry if it's a bit egocentric of me, but I wrote this post back in January: https://openxcom.org/forum/index.php?topic=1757.msg16727#msg16727 (one of my very first around here). Maybe you'll get some inspiration from it.

Offline Hobbes

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Re: Expanded U_BASE
« Reply #40 on: July 24, 2014, 06:04:07 am »
Luke, check both rulesets. UBASE_31 is not listed and you have UBASE_12 listed twice.

Just had a look and I like nearly all the new maps included :)
« Last Edit: July 24, 2014, 06:28:32 am by Hobbes »

Offline luke83

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Re: Expanded U_BASE
« Reply #41 on: July 24, 2014, 02:01:25 pm »
Luke, check both rulesets. UBASE_31 is not listed and you have UBASE_12 listed twice.

Just had a look and I like nearly all the new maps included :)
LOL, thanks mate, out of curiosity, which maps didn't you like? Personaly i dont like Ubase_22 something about it feels wrong, its to Human or something...anyway.

i have started work on the next stage of these expansions ( piecing together a new ruleset to match) but i think i will keep some running with some separate rulesets as it caters for more peoples taste. Still i want to finish of my Base defense blocks first but 13 hour days at work are not leaving any time....
« Last Edit: July 24, 2014, 02:14:27 pm by luke83 »

Offline Hobbes

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Re: Expanded U_BASE
« Reply #42 on: July 24, 2014, 03:00:31 pm »
LOL, thanks mate, out of curiosity, which maps didn't you like? Personaly i dont like Ubase_22 something about it feels wrong, its to Human or something...anyway.

i have started work on the next stage of these expansions ( piecing together a new ruleset to match) but i think i will keep some running with some separate rulesets as it caters for more peoples taste. Still i want to finish of my Base defense blocks first but 13 hour days at work are not leaving any time....

I don't like the purple elevated ground in UBase_34 and 28 since that isn't present on the original.

One other thing that I noticed is that you may want to add MaxCount=1 to UBase_32. The reason is that if the game engine generates a battlescape with 2 UBase_32 map blocks adjacent to one another it will look a little odd since the section where both join cannot be accessed by units unless you destroy the walls.

Offline luke83

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Re: Expanded U_BASE
« Reply #43 on: July 25, 2014, 01:38:10 pm »
Next release will be coming soon...I have always felt these were missing from the Alien Base set.
« Last Edit: July 25, 2014, 01:40:46 pm by luke83 »

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Re: Expanded U_BASE
« Reply #44 on: July 25, 2014, 01:41:11 pm »
Yay, alien escape pods! XD