Author Topic: [SUBMOD][MAPS]Expanded Terror Reworked - Version 1.2  (Read 3800 times)

Offline hellrazor

  • Moderator
  • Commander
  • ***
  • Posts: 2254
  • Deep Ruleset Digger & Bughunter
    • View Profile
    • Github Account
[SUBMOD][MAPS]Expanded Terror Reworked - Version 1.2
« on: October 06, 2016, 05:02:43 am »
Expanded Terror Reworked

Download: Dropbox

Also on: mod.io

This file is also attached towards this post.

Original Mod by Luke83

#Expanded Terror Reworked by hellrazor
#Based upon the work of luke83 who made all these lovely maps
 
Credits go to:
 - hellrazor for reworking and bugfixing
 - luke83 the original maker of this mod
 - Hobbes for compatible MADECOR.MCD
 
Required: openxcom_git_master_2015_07_28_1355 or newer
 
README:
 
Lukes Expanded Terror Missions are back again, updated and
honed to run on the newest github code from OpenXcom.
 
To be honest, the old Maps had some serious quirks; wrong placed
wall tiles, route nodes not connected , wrongly assigned spawn points and so forth.
 
This Version comes with an overworked Route/Node Network, it also has the cellars
removed, since they caused more trouble then they were worth.
 
Since I adapted those Maps for my Hardmode Expansion Mod, I decided to also release them
as a standalone Mod, so people can try them out and enjoy them once more.
 
The Maps are now also compatible with MADURBAN Terrain from the Terrain Pack,
so they will probably find their way into it as well.
 
---
Changelog:
 
Version 1.2
 - Fix Route Node on EXPANDEDTERROR21
 - Fix missing LOFTS for some Tiles in MADDECOR.MCD
 - Fix some minor Errors with wrong placed Tiles
 - Replaced Tiles due to MCD conversion
 - Removed FRNL83.MCD and replaced with FRNITURE and MADDECOR
 - Removed Copies of vanilla Maps
 - Reworked Mapscript
 
Version 1.1
 - Fix Crash because of non-vanilla Civilians in the Terrain definition
 
Version 1.0
 - Converted old Ruleset to new mapscripting standard
 - Resized MAPs and removed cellars
 - MAP routing/nodes check, fix and rework where neccessary
 - Fix wrong placed wall tiles in a varienty of MAPs
 - Adjust ruleset to changes in: openxcom_git_master_2015_07_28_1355

Some pictures for your enjoyment attached.
« Last Edit: February 10, 2019, 02:48:29 pm by hellrazor »

Offline luke83

  • Commander
  • *****
  • Posts: 1566
    • View Profile
    • openxcommods
Re: [SUBMOD][MAPS]Expanded Terror Reworked - Version 1.2
« Reply #1 on: November 24, 2018, 01:31:28 pm »
Need some ruleset help,
 I have added one test block to this mapblock set into Terrains.URL:
Code: [Select]
  - name: EXPANDEDTERROR30 #2 test park
        width: 20
        length: 20

and i am trying to workout what i need to add into Mapscript  to get it in game.

What i dont understand is how these GROUP numbers map over to individual map blocks?
Code: [Select]
mapScripts:
  - type: EXPANDED_TERROR
    commands:
    - type: addLine
      label: 1
      direction: vertical
      executionChances: 33
    - type: addLine
      label: 2
      conditionals: -1
      executionChances: 50
      direction: horizontal
    - type: addLine
      conditionals: [-1, -2]
      direction: both
    - type: addCraft
    - type: addBlock
      label: 3
      executionChances: 75
      size: 2
      executions: 3
      blocks: [17, 18, 19, 20, 21, 22, 23, 24, 25, 26, 27, 28, 29, 30, 31]
      freqs: [1, 1, 1, 1, 1, 1, 6, 1, 1, 1, 1, 1, 1, 1, 1]
      maxUses: [1, 1, 1, 1, 1, 1, 3, 1, 1, 1, 1, 1, 1, 1, 1]
    - type: addBlock
      conditionals: -3
      size: 2
      executions: 3
      blocks: [17, 18, 19, 20, 21, 22, 23, 24, 25, 26, 27, 28, 29, 30, 31]
      freqs: [1, 1, 1, 1, 1, 1, 3, 1, 1, 1, 1, 1, 1, 1, 1]
      maxUses: [2, 2, 2, 2, 2, 2, 3, 2, 2, 2, 2, 2, 2, 2, 2]
    - type: fillArea
      blocks: [0, 1, 2, 13, 14, 15, 16, 30, 32, 33, 34, 35, 36]
      freqs: [1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1]
      maxUses: [2, 2, 2, 3, 3, 3, 3, 3, 3, 3, 3, 3]

Are the LABELS the Group NUmber from the Terrain map and how does the Blocks map over to the .MAP files?

Offline hellrazor

  • Moderator
  • Commander
  • ***
  • Posts: 2254
  • Deep Ruleset Digger & Bughunter
    • View Profile
    • Github Account
Re: [SUBMOD][MAPS]Expanded Terror Reworked - Version 1.2
« Reply #2 on: November 24, 2018, 07:43:04 pm »
Need some ruleset help,
 I have added one test block to this mapblock set into Terrains.URL:
Code: [Select]
  - name: EXPANDEDTERROR30 #2 test park
        width: 20
        length: 20

and i am trying to workout what i need to add into Mapscript  to get it in game.

What i dont understand is how these GROUP numbers map over to individual map blocks?
Code: [Select]
mapScripts:
  - type: EXPANDED_TERROR
    commands:
    - type: addLine
      label: 1
      direction: vertical
      executionChances: 33
    - type: addLine
      label: 2
      conditionals: -1
      executionChances: 50
      direction: horizontal
    - type: addLine
      conditionals: [-1, -2]
      direction: both
    - type: addCraft
    - type: addBlock
      label: 3
      executionChances: 75
      size: 2
      executions: 3
      blocks: [17, 18, 19, 20, 21, 22, 23, 24, 25, 26, 27, 28, 29, 30, 31]
      freqs: [1, 1, 1, 1, 1, 1, 6, 1, 1, 1, 1, 1, 1, 1, 1]
      maxUses: [1, 1, 1, 1, 1, 1, 3, 1, 1, 1, 1, 1, 1, 1, 1]
    - type: addBlock
      conditionals: -3
      size: 2
      executions: 3
      blocks: [17, 18, 19, 20, 21, 22, 23, 24, 25, 26, 27, 28, 29, 30, 31]
      freqs: [1, 1, 1, 1, 1, 1, 3, 1, 1, 1, 1, 1, 1, 1, 1]
      maxUses: [2, 2, 2, 2, 2, 2, 3, 2, 2, 2, 2, 2, 2, 2, 2]
    - type: fillArea
      blocks: [0, 1, 2, 13, 14, 15, 16, 30, 32, 33, 34, 35, 36]
      freqs: [1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1]
      maxUses: [2, 2, 2, 3, 3, 3, 3, 3, 3, 3, 3, 3]

Are the LABELS the Group NUmber from the Terrain map and how does the Blocks map over to the .MAP files?


Labels are to define conditionals. So you can make if then that builds.
The numbers in blocks are numerical order of maps in terrain definition. Count starts at zero.

Offline luke83

  • Commander
  • *****
  • Posts: 1566
    • View Profile
    • openxcommods
Re: [SUBMOD][MAPS]Expanded Terror Reworked - Version 1.2
« Reply #3 on: November 24, 2018, 11:41:32 pm »
So i am still getting game crashes, here is what i have done:

created a test block EXPANDEDTERROR30 ( it was original 10x20 but when it kept crashing i quickly doubled the size of it in case the game didnt like that size map block in the urban terror site or something.

I added this to the Bottom of the Terrain ruleset:
Code: [Select]
      - name: EXPANDEDTERROR30 #2 test park
        width: 20
        length: 20
I added the extra numbers to the end of the Mapscript ruleset but only in the FILL AREA section:
Code: [Select]
    - type: fillArea
      blocks: [0, 1, 2, 13, 14, 15, 16, 32, 33, 34, 35, 36, 38]
      freqs: [1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1]
      maxUses: [2, 2, 2, 2, 2, 3, 3, 3, 3, 3, 3, 3, 3]

I copied the Map and Route into the mod.

What else am i missing?

Game still crashes and the Error log is spoon feeding me an answer so i am stuck...

All this extra work just so my kids can try modding :)

Offline hellrazor

  • Moderator
  • Commander
  • ***
  • Posts: 2254
  • Deep Ruleset Digger & Bughunter
    • View Profile
    • Github Account
Re: [SUBMOD][MAPS]Expanded Terror Reworked - Version 1.2
« Reply #4 on: November 25, 2018, 12:01:32 am »
So i am still getting game crashes, here is what i have done:

created a test block EXPANDEDTERROR30 ( it was original 10x20 but when it kept crashing i quickly doubled the size of it in case the game didnt like that size map block in the urban terror site or something.

I added this to the Bottom of the Terrain ruleset:
Code: [Select]
      - name: EXPANDEDTERROR30 #2 test park
        width: 20
        length: 20
I added the extra numbers to the end of the Mapscript ruleset but only in the FILL AREA section:
Code: [Select]
    - type: fillArea
      blocks: [0, 1, 2, 13, 14, 15, 16, 32, 33, 34, 35, 36, 38]
      freqs: [1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1]
      maxUses: [2, 2, 2, 2, 2, 3, 3, 3, 3, 3, 3, 3, 3]

I copied the Map and Route into the mod.

What else am i missing?

Game still crashes and the Error log is spoon feeding me an answer so i am stuck...

All this extra work just so my kids can try modding :)

The fill area sections usually only contains blocks sized 10x10, to make sure that the rest of the map can be populated fully.
Adding a 20x20 block here will probably result in a crash if the game attempts to add the specific block.

Also is said that "blocks" starts counting on zero not one.
So your entry has to look like this:

Code: [Select]
    - type: fillArea
      blocks: [0, 1, 2, 13, 14, 15, 16, 32, 33, 34, 35, 36, 37]
      freqs: [1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1]
      maxUses: [2, 2, 2, 2, 2, 3, 3, 3, 3, 3, 3, 3, 3]

Even thou it is way better to add the 20x20 sized map block not to the fill area section.
Do it like this:

Code: [Select]
mapScripts:
  - type: EXPANDED_TERROR
    commands:
    - type: addLine
      label: 1
      direction: vertical
      executionChances: 33
    - type: addLine
      label: 2
      conditionals: -1
      executionChances: 50
      direction: horizontal
    - type: addLine
      conditionals: [-1, -2]
      direction: both
    - type: addCraft
    - type: addBlock
      label: 3
      executionChances: 75
      size: 2
      executions: 3
      blocks: [17, 18, 19, 20, 21, 22, 23, 24, 25, 26, 27, 28, 29, 30, 31, 37]
      freqs: [1, 1, 1, 1, 1, 1, 6, 1, 1, 1, 1, 1, 1, 1, 1, 1]
      maxUses: [1, 1, 1, 1, 1, 1, 3, 1, 1, 1, 1, 1, 1, 1, 1, 1]
    - type: addBlock
      conditionals: -3
      size: 2
      executions: 3
      blocks: [17, 18, 19, 20, 21, 22, 23, 24, 25, 26, 27, 28, 29, 30, 31, 37]
      freqs: [1, 1, 1, 1, 1, 1, 3, 1, 1, 1, 1, 1, 1, 1, 1, 1]
      maxUses: [2, 2, 2, 2, 2, 2, 3, 2, 2, 2, 2, 2, 2, 2, 2, 2]
    - type: fillArea
      blocks: [0, 1, 2, 13, 14, 15, 16, 32, 33, 34, 35, 36]
      freqs: [1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1]
      maxUses: [2, 2, 2, 2, 2, 3, 3, 3, 3, 3, 3, 3]

A discription for the mapscripts can be found in ruleset reference, which i strongly recommend reading here:
https://www.ufopaedia.org/index.php/Ruleset_Reference_Nightly_(OpenXcom)#Map_Scripts

Offline luke83

  • Commander
  • *****
  • Posts: 1566
    • View Profile
    • openxcommods
Re: [SUBMOD][MAPS]Expanded Terror Reworked - Version 1.2
« Reply #5 on: November 25, 2018, 12:25:41 am »
Cool, i have it working in game now, i will switch it back to the correct mapset and allow the kids to play, thanks for your help.

Had a read of the link, still dont understand the labels and Conditionals, can you  (or someone else) offer a idiots guide to how these work?
your examples use -1, -2, can you spell it out what this is doing exactly and pretend your talking to a idiot when you explain it ( because you are  :P)

Offline hellrazor

  • Moderator
  • Commander
  • ***
  • Posts: 2254
  • Deep Ruleset Digger & Bughunter
    • View Profile
    • Github Account
Re: [SUBMOD][MAPS]Expanded Terror Reworked - Version 1.2
« Reply #6 on: November 25, 2018, 12:35:09 am »
Cool, i have it working in game now, i will switch it back to the correct mapset and allow the kids to play, thanks for your help.

Had a read of the link, still dont understand the labels and Conditionals, can you  (or someone else) offer a idiots guide to how these work?
your examples use -1, -2, can you spell it out what this is doing exactly and pretend your talking to a idiot when you explain it ( because you are  :P)

Conditionals have to fulfilled , labels are markers for settings conditionals.

In the mapscript at hand, executionchances are given, if these not occur, then conditionals get active. Simple right?

What you can essentially do is, is create different block preferences which get executed, to a certain percentage.
So the generated map can look totally different. For example, the mapscript can have two section for 20x20 map blocks.
Each with a execution chance. One might be spawning the large 20x20 building 3 times the other only once etc...

Offline Ninja

  • Squaddie
  • *
  • Posts: 7
    • View Profile
Re: [SUBMOD][MAPS]Expanded Terror Reworked - Version 1.2
« Reply #7 on: January 27, 2020, 08:07:58 pm »
If you use blocks bigger than 10x10 you Need to know how many maximal can be used on a mapsize
Example:
You use for Cultivated (Farm) this blocksetup

your mods  terrain.rul

terrains:
  - name: CULTA
    script: FARM
    mapDataSets:
      - BLANKS
      - CULTIVAT
      - BARN
      - URBAN
    mapBlocks:
      - name: CULTA00
        width: 10
        length: 10
        groups: 1
      - name: CULTA01
        width: 10
        length: 10
      - name: CULTA02
        width: 10
        length: 10
      - name: CULTA03
        width: 10
        length: 10
      - name: CULTA04
        width: 10
        length: 10
      - name: CULTA05
        width: 20
        length: 20
      - name: CULTA06
        width: 20
        length: 20
      - name: CULTA07
        width: 10
        length: 10
      - name: CULTA08
        width: 10
        length: 10
      - name: CULTA09
        width: 10
        length: 10
      - name: CULTA10
        width: 10
        length: 10
      - name: CULTA11
        width: 10
        length: 10
      - name: CULTA12
        width: 10
        length: 10
      - name: CULTA13
        width: 20
        length: 20
      - name: CULTA14
        width: 10
        length: 10
      - name: CULTA15
        width: 10
        length: 10
      - name: CULTA16
        width: 20
        length: 20
      - name: CULTA17
        width: 20
        length: 20
      - name: CULTA18
        width: 20
        length: 20
      - name: CULTA19
        width: 20
        length: 20

means 1 Ufo can be 30x30 a Battleship in the alienDeployment.rul (or any other UFO can be smaller dosent matter than)
you have like me 1 Skyranger for 100 Soldiers Need 20x30)
you have 7 blocks with 20x20
the rest of blocks are 10x10

your mods mapscript.rul

  - type: FARM
    commands:
    - type: addUFO
    - type: addCraft
    - type: addBlock
      blocks: [5, 6, 13, 16, 17, 18, 19]
      maxuses: [1, 1, 1, 1, 1, 1, 1]
      executions: 7
    - type: fillArea
      blocks: [0, 1, 2, 3, 4, 7, 8, 9, 10, 11, 12, 14]
      freqs: [5, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1]

works then with all UFO's if you have in your mods alienDeployment.rul
    width: 100
    length: 100
    height: 4

for all kind of enemy UFOs they can appear on random maps
if the blocks that bigger than 10x10 unfortunatly places or simple not enough space on 100x100 maps there and game can (not allways) but can crash and bring you to Desktop

the map Blocking mechanics for mapparts bigger than 10x10 tiles i have here

https://openxcom.org/forum/index.php/topic,7353.msg116208.html#msg116208
 

Offline hellrazor

  • Moderator
  • Commander
  • ***
  • Posts: 2254
  • Deep Ruleset Digger & Bughunter
    • View Profile
    • Github Account
Re: [SUBMOD][MAPS]Expanded Terror Reworked - Version 1.2
« Reply #8 on: January 27, 2020, 08:26:12 pm »
If you use blocks bigger than 10x10 you Need to know how many maximal can be used on a mapsize
Example:
You use for Cultivated (Farm) this blocksetup

your mods  terrain.rul

terrains:
  - name: CULTA
    script: FARM
    mapDataSets:
      - BLANKS
      - CULTIVAT
      - BARN
      - URBAN
    mapBlocks:
      - name: CULTA00
        width: 10
        length: 10
        groups: 1
      - name: CULTA01
        width: 10
        length: 10
      - name: CULTA02
        width: 10
        length: 10
      - name: CULTA03
        width: 10
        length: 10
      - name: CULTA04
        width: 10
        length: 10
      - name: CULTA05
        width: 20
        length: 20
      - name: CULTA06
        width: 20
        length: 20
      - name: CULTA07
        width: 10
        length: 10
      - name: CULTA08
        width: 10
        length: 10
      - name: CULTA09
        width: 10
        length: 10
      - name: CULTA10
        width: 10
        length: 10
      - name: CULTA11
        width: 10
        length: 10
      - name: CULTA12
        width: 10
        length: 10
      - name: CULTA13
        width: 20
        length: 20
      - name: CULTA14
        width: 10
        length: 10
      - name: CULTA15
        width: 10
        length: 10
      - name: CULTA16
        width: 20
        length: 20
      - name: CULTA17
        width: 20
        length: 20
      - name: CULTA18
        width: 20
        length: 20
      - name: CULTA19
        width: 20
        length: 20

means 1 Ufo can be 30x30 a Battleship in the alienDeployment.rul (or any other UFO can be smaller dosent matter than)
you have like me 1 Skyranger for 100 Soldiers Need 20x30)
you have 7 blocks with 20x20
the rest of blocks are 10x10

your mods mapscript.rul

  - type: FARM
    commands:
    - type: addUFO
    - type: addCraft
    - type: addBlock
      blocks: [5, 6, 13, 16, 17, 18, 19]
      maxuses: [1, 1, 1, 1, 1, 1, 1]
      executions: 7
    - type: fillArea
      blocks: [0, 1, 2, 3, 4, 7, 8, 9, 10, 11, 12, 14]
      freqs: [5, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1]

works then with all UFO's if you have in your mods alienDeployment.rul
    width: 100
    length: 100
    height: 4

for all kind of enemy UFOs they can appear on random maps
if the blocks that bigger than 10x10 unfortunatly places or simple not enough space on 100x100 maps there and game can (not allways) but can crash and bring you to Desktop

the map Blocking mechanics for mapparts bigger than 10x10 tiles i have here

https://openxcom.org/forum/index.php/topic,7353.msg116208.html#msg116208

The maximum map size in my mod is 80x80. Block destribution is considered for this size and so far has worked without issue.

What exactly is it, that you want to tell me?

Offline Ninja

  • Squaddie
  • *
  • Posts: 7
    • View Profile
Re: [SUBMOD][MAPS]Expanded Terror Reworked - Version 1.2
« Reply #9 on: January 27, 2020, 08:43:45 pm »
Well i thought you have probs with placing 20x20 tiles on random maps
sorry my bad

Offline hellrazor

  • Moderator
  • Commander
  • ***
  • Posts: 2254
  • Deep Ruleset Digger & Bughunter
    • View Profile
    • Github Account
Re: [SUBMOD][MAPS]Expanded Terror Reworked - Version 1.2
« Reply #10 on: January 27, 2020, 08:46:40 pm »
Well i thought you have probs with placing 20x20 tiles on random maps
sorry my bad

If so, loads of people would have told me. But thanks for the concern.