Author Topic: Map failed to fully generate - converting TFTD map to UFO  (Read 13964 times)

Offline kikimoristan

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Map failed to fully generate - converting TFTD map to UFO
« on: February 19, 2015, 03:04:59 am »
Guys I need help.

I created a new alien deployment and terrain and a map that is 70 x 50. Whenever I try new battle I get Map Failed to Fully Generate.

The map is fixed and should not randomly generate.

Any thoughts?
« Last Edit: February 19, 2015, 12:54:36 pm by tollworkout »

Offline Warboy1982

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Re: Map failed to fully generate
« Reply #1 on: February 19, 2015, 03:07:05 am »
impossible to diagnose without the ruleset and pictures of the map blocks.

Offline kikimoristan

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Re: Map failed to fully generate
« Reply #2 on: February 19, 2015, 03:16:34 am »
ooops . so sorry i forgot

this is just the section that deals with the map/mission deployment. all other elements are working out. the map is working out too. is imported from tftd a cargo ship. i wanna do a random ship terror mission see if is possible. I modified the MCD and changed the palette and i am gonna change up scan map after. i borrowed the route and fixed it up. should work fine.

i have a feeling the problem is skyranger cannot be placed on the map. or the map is too big?

Code: [Select]
alienDeployments:
  - type: STR_CARGO_TERROR_MISSION
    data:
      - alienRank: 5
        lowQty: 4
        highQty: 6
        dQty: 1
        percentageOutsideUfo: 70
        itemSets:
          -
            - STR_BLASTA_PISTOL
          -
            - STR_BLASTA_RIFLE
            - STR_SONIC_PULSER
          -
            - STR_BLASTA_CANNON
            - STR_SONIC_PULSERDE
      - alienRank: 4
        lowQty: 1
        highQty: 2
        dQty: 0
        percentageOutsideUfo: 20
        itemSets:
          -
            - STR_BLASTA_PISTOL
          -
            - STR_BLASTA_RIFLE
          -
            - STR_BLASTA_CANNON
      - alienRank: 3
        lowQty: 1
        highQty: 1
        dQty: 1
        percentageOutsideUfo: 20
        itemSets:
          -
            - STR_BLASTA_PISTOL
          -
            - STR_BLASTA_RIFLE
          -
            - STR_SMALL_LAUNCHER
            - STR_STUN_BOMB
            - STR_STUN_BOMB
            - STR_STUN_BOMB
      - alienRank: 2
        lowQty: 1
        highQty: 2
        dQty: 0
        percentageOutsideUfo: 20
        itemSets:
          -
            - STR_BLASTA_PISTOL
          -
            - STR_BLASTA_RIFLE
          -
            - STR_BLASTA_CANNON
            - STR_SONIC_PULSER
      - alienRank: 1
        lowQty: 1
        highQty: 1
        dQty: 0
        percentageOutsideUfo: 0
        itemSets:
          -
            - STR_BLASTA_PISTOL
          -
            - STR_BLASTA_RIFLE
          -
            - STR_BLASTA_CANNON
            - STR_BLASTA_CANNON
      - alienRank: 6
        lowQty: 1
        highQty: 3
        dQty: 2
        percentageOutsideUfo: 50
        itemSets:
          -
            []
          -
            []
          -
            []
      - alienRank: 7
        lowQty: 1
        highQty: 3
        dQty: 2
        percentageOutsideUfo: 50
        itemSets:
          -
            []
          -
            []
          -
            []
    width: 70
    length: 50
    height: 4
    civilians: 16
    terrains:
      - CARGO
    briefing:
      palette: 2
      music: GMENBASE

terrains:
  - name: CARGO
    mapDataSets:
      - BLANKS
      - SEA
      - CARGO1
      - CARGO2
      - XBITS
    mapBlocks:
      - name: CARGO00
        width: 70
        length: 50
« Last Edit: February 19, 2015, 03:26:12 am by tollworkout »

Offline Warboy1982

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Re: Map failed to fully generate
« Reply #3 on: February 19, 2015, 03:48:20 am »
well, your dimensions are completely wrong for one thing, your map is 70x50 and you've defined the block as 70x50, but it's 30x70, also, it has no script. you need to define where the craft goes, as well as the map block you want to add, including the size, assuming it's not 10x10.
« Last Edit: February 19, 2015, 03:55:05 am by Warboy1982 »

Offline kikimoristan

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Re: Map failed to fully generate
« Reply #4 on: February 19, 2015, 03:58:57 am »
thanks warboy. im gonan check it out ill be back with results. i was reading the ufopaedia on rulesets and i deff  need to make the mapBlocks groups : 1 and add a manual add craft script . brb ill test these out. 

Offline Warboy1982

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Re: Map failed to fully generate
« Reply #5 on: February 19, 2015, 04:05:00 am »
no, you don't need to add it to a group...

Code: [Select]
    - type: addCraft
      rects:
        - [1,0,1,2]
    - type: addBlock
      size: [3,7]

is all you need

Offline kikimoristan

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Re: Map failed to fully generate
« Reply #6 on: February 19, 2015, 04:12:37 am »
WORKS!

I got another error:_vector_M_range_check .

Offline Warboy1982

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Re: Map failed to fully generate
« Reply #7 on: February 19, 2015, 04:19:27 am »
that's a slightly less helpful error message i'll grant you, but i'd recommend double checking your deployment data "STR_SONIC_PULSERDE" for example i don't think is a thing

Offline kikimoristan

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Re: Map failed to fully generate
« Reply #8 on: February 19, 2015, 04:24:23 am »
seems going towards the center of the ship gives this crash i assume something to do with mcd data or some other obscure thing .  it works though for 1 turn.

Offline kikimoristan

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Re: Map failed to fully generate
« Reply #9 on: February 19, 2015, 04:29:27 am »
proof is working

Offline Hobbes

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Re: Map failed to fully generate
« Reply #10 on: February 19, 2015, 04:33:52 am »
seems going towards the center of the ship gives this crash i assume something to do with mcd data or some other obscure thing .  it works though for 1 turn.

Usually that is caused because the game can't visualize something that is supposed to, either with terrains, units or weapons.

Offline kikimoristan

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Re: Map failed to fully generate
« Reply #11 on: February 19, 2015, 04:37:31 am »
thanks Warboy. Thanks a lot for your help. I love this community :)

thanks hobbes.

I think there is are some tile types that are either broken or OpenXcom can't read well due to TFTD differences or who knows? I m gonna try to edit out the map until I can make it work. Maybe there are some subtle MCD differences between the two games. 

Offline volutar

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Re: Map failed to fully generate
« Reply #12 on: February 19, 2015, 05:18:22 am »
Warboy, remember, we got a ingame crash because of map mess somewhere at the kitchen of the cargo ship. I think it's the issue. But I don't remember what exactly was the issue and how was it fixed.
« Last Edit: February 19, 2015, 05:20:45 am by volutar »

Offline Hobbes

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Re: Map failed to fully generate
« Reply #13 on: February 19, 2015, 05:27:47 am »
I think there is are some tile types that are either broken or OpenXcom can't read well due to TFTD differences or who knows? I m gonna try to edit out the map until I can make it work. Maybe there are some subtle MCD differences between the two games.

How are you converting the PCK images from TFTD to the UFO Battlescape palette?

Offline Warboy1982

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Re: Map failed to fully generate
« Reply #14 on: February 19, 2015, 06:36:16 am »
yeah i remember that, one map works, the other has garbage data