If you will try to implement those "half" tiles, you will need to have them as "second-ground" layer, in order to cover grass properly.
The workaround used in TFTD was to place them in wall "slots" to prevent conflict with the ground.
That is something that wasn't done in original.
By the way, dunno if this is a coincidence, but if you'll look at:
- left over after "half" tile in diagonal walls (what else it can be?),
- image of diagonal wall with attached tile in SCANG.DAT,
- "weird" tiles placed in U_BITS.PCK while all roof tiles, and normal floor tile are placed in U_EXT02.PCK.
you may get an impression that "half" tiles at some point were attached to diagonal UFO walls. If this is true then original devs had a problem with finding correct solution for this issue.
All this issues fixing requires of MCDs fixing.
But because project is intended to be using of original game data files, so they should stay intact.
Without modifying original game files you won't fix HWP that will stuck in one of the forest maps in OpenXcom, for example.
Making of our own "additional" tilepacks with fixed MCDs + making our own UFO craft maps which will be using these packs.
It's not a problem to compile maps patch. And you'll need this to enjoy bugs free experience in OpenXcom, because there's plenty of them in data files as well.
Here's what I did so far:
· UFO floor tiles are done from "half" tiles (Abductor looks normally now),
· UFO roof tiles are enhanced a little (although there's a lil' problem with them in Supply, and Terror Ship),
· fixed missing pixel in one of the UFO walls,
· fixed Avenger/Ligthning walls (walking through, and LoF/LoS issues),
· fixed Lightning doors (pathfinding fixing is needed to get them 100% working),
· fixed Avenger roof,
· fixed minimap issues with Avenger/Ligthning walls,
· fixed two records in FOREST.MCD pointing incorrect images in SCANG.DAT,
· added missing tiles to level 2 of FOREST11.MAP to fix pathfinding issues in OpenXcom,
· added tiles to level 2 of DESERT10.MAP.
It's based on
Combo Patch that fixes other map issues (it says that Lightning is fixed, but map file is missing).
I'm enhancing some of the original Farm maps as well: adding missing death tiles (I don't like when objects just disappear after the hit), changing layout, or adding new artwork. I want to add a "basement" level, but I'm guessing it's hardcoded in original engine that level 1 is always a ground (in my case this would be under the ground).
Anyway, as I already said: "content" walls, "weird" tiles, and "half" tiles (when placed inside) are nothing more than wrongly implemented features to me. One of OpenXcom objectives is to fix all issues present in original game, so maybe fixing those at some point will be possible as well
I believe that at some point OpenXcom will be completely customizable (somewhere after 1.0), and then #3 idea could be easily implemented.
Exactly. Adding extra, super cool features, like multi-layered level of destruction (
luke83 was talking about it) won't be possible without it, I think.
BTW, I've noticed strange thing. It happens in both engines, I think.
Walking on stairs (CULTA18.MAP). First let's go to stairs on level 1. Starting point is
here (TUs = 57), destination point is
here. Unit is going normally, through straight path. 29 TUs remain. Now let's go to the stairs leading to roof... starting, and destination point are the same, TUs = 57. But instead of going straight line
this happens. Remaining TUs = 23. Of course, there's no problem going downward in both cases. I don't get what's the difference in both stairs when going upward. Pathfinding gurus please enlight me