aliens

Author Topic: XcoumUtil feature(s)  (Read 14735 times)

Offline AndO3131

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XcoumUtil feature(s)
« on: October 17, 2012, 03:57:49 pm »
It may not be exactly battlescape development, but here it goes :).

If you played with XcomUtil, you probably will recognise it - that's Interceptor on a mission. To get it working you only need to copy these files to OpenXcom data directory (they come from XcomUtil):

maps\interc.xcu
maps\interc.map
routes\interc.xcu
routes\interc.rmp
terrain\interc.mcd
terrain\interc.pck
terrain\interc.tab
terrain\interc.xcm
terrain\interc.xcp
terrain\interc.xct


Also you would need to include these lines in Xcom1Rulest.rul in the str_interceptor entry
Code: [Select]
    soldiers: 6
    vehicles: 1
    battlescapeTerrainData:
      name: INTERC
      mapDataSets:
        - BLANKS
        - PLANE
      mapBlocks:
        - name: INTERC
          width: 10
          length: 10

It seems to work with NewBattle option, too.
Compared to XcomUtil scary batch file, that's a leap forward. Good job, @SupSuper ;D.
And a question: in mapDataSets section I had to use plane, rather than interc. Can it trigger some unexpected behaviors?

Offline Daiky

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Re: XcoumUtil feature(s)
« Reply #1 on: October 17, 2012, 04:02:27 pm »
And a question: in mapDataSets section I had to use plane, rather than interc. Can it trigger some unexpected behaviors?

This is strange, what happened if you put INTERC in mapDataSets instead of PLANE? It should normally pick up the interc.mcd/interc.pck file. If you put PLANE there it will use plane.mcd/plane.pck

Offline kkmic

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Re: XcoumUtil feature(s)
« Reply #2 on: October 17, 2012, 04:50:54 pm »
Nice to see that OXC can already be modded with ease

Offline AndO3131

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Re: XcoumUtil feature(s)
« Reply #3 on: October 17, 2012, 05:18:40 pm »
Quote
This is strange, what happened if you put INTERC in mapDataSets instead of PLANE? It should normally pick up the interc.mcd/interc.pck file. If you put PLANE there it will use plane.mcd/plane.pck

When I put INTERC I get

Code: [Select]
Program received signal SIGSEGV, Segmentation fault.
0x082d018c in OpenXcom::Tile::setUnit(OpenXcom::BattleUnit*) ()
(gdb) backtrace
#0  0x082d018c in OpenXcom::Tile::setUnit(OpenXcom::BattleUnit*) ()
#1  0x081d52dc in OpenXcom::BattlescapeGenerator::run() ()
#2  0x0826eed2 in OpenXcom::NewBattleState::btnOkClick(OpenXcom::Action*) ()
#3  0x0821aeab in OpenXcom::InteractiveSurface::mouseClick(OpenXcom::Action*, OpenXcom::State*) ()
#4  0x0821ac03 in OpenXcom::InteractiveSurface::handle(OpenXcom::Action*, OpenXcom::State*) ()
#5  0x08211ab1 in OpenXcom::State::handle(OpenXcom::Action*) ()
#6  0x08216ea9 in OpenXcom::Game::run() ()
#7  0x0816a44c in main ()
(gdb)

Offline SupSuper

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Re: XcoumUtil feature(s)
« Reply #4 on: October 17, 2012, 06:34:52 pm »
If I had to guess, it looks like OpenXcom can't find the right tiles to place the units in the Interceptor (maybe they don't have the START_POINT flag properly set?).

Offline AndO3131

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Re: XcoumUtil feature(s)
« Reply #5 on: October 17, 2012, 07:49:18 pm »
I've used the guidelines from here and made ruleset for Firestorm.

Code: [Select]
crafts:
  - type: STR_FIRESTORM
    soldiers: 10
    battlescapeTerrainData:
      name: FIRES
      mapDataSets:
        - BLANKS
        - FIRES
      mapBlocks:
        - name: FIRES
          width: 10
          length: 10

This one works with no problems. Maybe there's an error in the XcomUtil files for Interceptor?

Offline kkmic

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Re: XcoumUtil feature(s)
« Reply #6 on: October 18, 2012, 09:52:39 am »
What's this? The new OpenTinyX-Com?  ;D

Offline luke83

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Re: XcoumUtil feature(s)
« Reply #7 on: October 18, 2012, 10:03:40 am »
WOW that is small.

Offline AndO3131

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Re: XcoumUtil feature(s)
« Reply #8 on: October 19, 2012, 06:07:48 pm »
Here are screenshots of another crafts in action  :)

Colours are off because Terror uses different palette, but they generally work well both on missions and in geoscape (only tried Triton, though - in geoscape doesn't have unique icon). There is a slight problem with placement of troops. They seem to apear on the nortern side of craft, insted of near the entrance. Was placing behaviour fixed in the original game, or written in a file?

Offline moriarty

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Re: XcoumUtil feature(s)
« Reply #9 on: October 19, 2012, 09:15:43 pm »
I like that purplish Triton, it's like a 1970's hippie bus full of xcom soldiers. we should add custom paint jobs for the transport craft in a mod... :D :D :D

Offline luke83

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Re: XcoumUtil feature(s)
« Reply #10 on: October 19, 2012, 11:56:39 pm »
Yep those colours are awesome

Offline Mr. Quiet

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Re: XcoumUtil feature(s)
« Reply #11 on: October 21, 2012, 12:57:15 am »
Looking cool! I really like these!
I'd also like to see an APC transport version like the old UFO TV series. That would be sweeeeet!

Offline luke83

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Re: XcoumUtil feature(s)
« Reply #12 on: October 24, 2012, 12:26:23 pm »
Here is a APC working in Openxcom -  ionly replaced the skyranger as a test. I think any UFO that gets short down and left to long should have a APC of hostile Humans show up to help the aliens , Maybe even a New SALVAGE class ufo could fly in on the geoscape also- we would however need multi UFOs in a battlescape.

Offline Mr. Quiet

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Re: XcoumUtil feature(s)
« Reply #13 on: October 24, 2012, 11:26:27 pm »
Holy shit! You're an awesome pixel artist, Luke!! It's so freakin detailed man I love it! I want it!

I like your idea about having an APC showing up out of nowhere to aid a crashed UFO. Would they be on mind control or are they just a bunch of local religious radicals? I'm sure the aliens don't care unless the radicals are being mind controlled directly.

I also always wondered where the country farmers were in the farmland maps. Have them show up on the map once in awhile as a hostile unit for both sides and since it isn't a terror mission, it doesn't matter whether you stun him or kill him, even if he's mind controlled by Sectoids or Ethereal, because you're far out in country land.
Would be crazy coming out of the Skyranger to be greeted by a frenzied farmer and his shotgun. I know some country people I avoid because they shot first, ask questions later when you step into their property. They should do the same in the game, lol.

Offline luke83

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Re: XcoumUtil feature(s)
« Reply #14 on: October 25, 2012, 01:59:25 pm »
Its not mine , NKF is a awesome pixel artist , i have trouble with stick figures.
https://www.strategycore.co.uk/forums/topic/8065-skyrangerapc-creation-thread/

Armed Civilians are something i have been dreaming about for some time https://openxcommods.weebly.com/downloads3.html  Still no way to bring them into game other than as a replacement for your xcom soldiers.  Enemy civilians could be Gangs or Government factions that have joined the aliens and do there dirty work on earth. Also a new Alien AI tactic for terror missions could me to mind control a civilian and use hem as solders. As i mentioned earlier , i will also be building a alien salvage ship onto my Expanded UFO Set , once again i have no idea If/When these will be useably on game like this.
« Last Edit: October 25, 2012, 02:11:04 pm by luke83 »