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#51 bamb

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Posted 22 August 2007 - 07:38 PM

Is this bug already corrected?
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#52 Hobbes

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Posted 23 August 2007 - 07:59 AM

that basically what Rust farm does now. Problem is that explosions only ever destroy the 1st wall meaning that no matter how powerfull a blast is, it wont destroy a wall properly.


I was convinced that it worked like the original game, where a shot/blast could be powerful enough to take the 2nd wall. Well, at least there's a lot less tiles to be drawn! :)

#53 Popek

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Posted 23 August 2007 - 02:20 PM

What do you think of that idea? It will make terrain harder to destroy but it will look more realistic.


hmmm, i see pros and cons to both sides of this, but mostly pros. The armour between the 'stages' of destruction can vary yes? Because making a hole would be great if nearly every weapon could manage it, but then hacking away the rest of a wall with a laser pistol might not be too effective.

It's a lot of work, graphics wise especially I would think, but the idea has merit and would provide some interesting gameplay.

Problem is that explosions only ever destroy the 1st wall meaning that no matter how powerfull a blast is, it wont destroy a wall properly.


This was to be my counter point to the idea. it would be amazing if the extra damage done to the first stage of the wall carried over to the next wall if it was strong enough. I haven't tried this but what happens if 2 explosions go off on the same end turn on one of these wall types. I know for soldiers/bodies/items on the ground it counts as explosions in a sequence, so I'm thinking that would take care of walls.

#54 Hobbes

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Posted 23 August 2007 - 06:25 PM

This was to be my counter point to the idea. it would be amazing if the extra damage done to the first stage of the wall carried over to the next wall if it was strong enough. I haven't tried this but what happens if 2 explosions go off on the same end turn on one of these wall types. I know for soldiers/bodies/items on the ground it counts as explosions in a sequence, so I'm thinking that would take care of walls.


Multiple explosions do take care of walls that way, but there's no carry over of extra damage to the next wall, unfortunately. I had assumed it did (since it happens on the original game) but I was mistaken.
Plus, there's another problem with this: since explosions aren't limited by terrain, all walls on the blast radius are affected, and since they have low armor levels they all become damaged, which looks weird.

For the time being this is something that wouldn't be implemented. However, when HE block is available it is something that can be easily introduced in the future.

#55 Popek

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Posted 24 August 2007 - 01:46 AM

yes, definitely keep it on the back burner.

I know what you mean, having an entire building turn into the half state of rubble looks strange, though no less strange than the full rubble state which still has pieces floating in mid-air. Of course we can't avoid that, it's also part of the engines charm i think.

#56 Hobbes

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Posted 24 August 2007 - 02:08 PM

Popek and bamb,

I've just finished a major rework on the Dawn tileset. What I did was to reassigned all 'wreck' tiles to numbers from 254 upwards, in order to release some free space (about 42 tiles) so that I could add more tiles and still use Map View.
This also involved relocating a few tiles around (specifically, the yellow floor and the street lamps) to tidy up the image file a bit. I'll try to keep those changes to the minimum, in order to prevent both of us from having to redesign our maps too much (if you change a tile's number then you'll have to redo any maps using it to set them to use the new number). I think I won't change anymore the order of the tiles though.
Unfortunately, this rework has uncovered a major bug regarding usage of more than 255 tiles (Dawn now has 299), regarding how tiles are replaced when they are hit. Until this bug is fixed I won't release a new version of Dawn City because it makes the terrain a bit unplayable. However, if you want I can send you the .lua and .png file so that you can update your maps, just send me a PM with your email.

Oh, and if you have any tiles (like those barrels) that you'd like to be added to dawn, just send them to me.

#57 Popek

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Posted 24 August 2007 - 02:21 PM

Oh, and if you have any tiles (like those barrels) that you'd like to be added to dawn, just send them to me.


do you just need the graphics themselves in a sloppily assembled png file? :)

Is this bug already corrected?


bambuz that's due to me leaving a north facing wall in that spot, when we were having north/east wall issues early on. Currently if you shoot the glass, there's still another wall underneath it :P And no, I haven't fixed that yet.

#58 Hobbes

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Posted 24 August 2007 - 03:07 PM

do you just need the graphics themselves in a sloppily assembled png file? :)


A simple .png will do, and if you have the coding for them on a simple text file better yet.

#59 bamb

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Posted 26 August 2007 - 12:31 PM

I have constructed the LUA for the barrels (zipped) and they work with the png (included).

Hope this works fine...

edit: sigh it's f*** up again, I'll include everything in one zip.

The graphics have some glitches, don't remember if they were fixed.

Attached Files


Edited by bamb, 26 August 2007 - 12:34 PM.


#60 Hobbes

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Posted 26 August 2007 - 05:51 PM

I'll add those right away. I just got 2 questions:

1) 55, 60 and 120(!) might be a bit too much explosive power, especially if you are designing maps with several of those explosive barrels standing close to one another. Just a single 120 explosion is very capable of taking out a 10x10 map and several of them put together will make very large explosions.
You can test this if you have Port/Industrial terrain: the power of the barrels is 45 and they already can make a lot of damage.

2) What are those last 2 graphics? Graffiti? They look nice but I haven't been able to figure out what they are.

#61 Popek

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Posted 26 August 2007 - 06:08 PM

yeah, i think we intended smaller blasts originally. So far there are no multiple sets of barrels placed anywhere, and I'm well aware of the damage they can do so I'll never go overboard.

as for the last 2 graphics, i think they were intended as wall posters. It's Meodai's avatar/logo actually, he gave them to us. Haven't really considered where/what to do with them yet.

#62 bamb

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Posted 27 August 2007 - 07:12 AM

1) The idea with the explosive power was related to the chain reaction values, I don't remember how it went anymore. Ie that some barrels would chain react and some wouldn't. So when the hitpoint values are tweaked the explosive values can be tweaked too.

2) Yeah, graffiti.

Meodai did the graphics, kudos to him!

#63 Hobbes

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Posted 27 August 2007 - 10:43 AM

I've added the barrels plus made more rearrangements on the tile order. Give me an email to send you version 105 so that you can start updating the Burb maps with the upgraded tileset.

#64 nachtwolf

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Posted 05 September 2007 - 09:52 AM

that basically what Rust farm does now. Problem is that explosions only ever destroy the 1st wall meaning that no matter how powerfull a blast is, it wont destroy a wall properly.


I was convinced that it worked like the original game, where a shot/blast could be powerful enough to take the 2nd wall. Well, at least there's a lot less tiles to be drawn! :)


It could be fixed without too much hassle I think.
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#65 Hobbes

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Posted 05 September 2007 - 01:34 PM

that basically what Rust farm does now. Problem is that explosions only ever destroy the 1st wall meaning that no matter how powerfull a blast is, it wont destroy a wall properly.

I was convinced that it worked like the original game, where a shot/blast could be powerful enough to take the 2nd wall. Well, at least there's a lot less tiles to be drawn! :)

It could be fixed without too much hassle I think.


If that can be added then even better :)

#66 bamb

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Posted 11 September 2007 - 03:24 PM

There's a new beta, v12. I'll put it here, pope can update the links when he gets online.
There are undoubtedly bugs, so report them. :)

(remove all previous versions of burbs from the extensions directory, they mess up. Renaming doesn't help, you have to move em out.)

The name is now Dawn Suburbs and named like that in the menu too. The download is small since it uses dawn city tiles. Thanks Hobbes and Nachtwolf!

Attached Files



#67 Kratos

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Posted 11 September 2007 - 03:52 PM

Well now that I can finally play Dawn Suburbs, I have to say I like the looks of it. :)

I found some bugs, however. Your streetlights aren't correct. According to screen shot 2, there is a missing tile in one of your maps. Graphics garbled in response. It's hard to see, but screen shot 2, where my cursor is, is on the blank tile. :)

PS: Mind if I edit your topic title to "Dawn Suburbs"?

Edited by Kratos, 11 September 2007 - 03:54 PM.


#68 bamb

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Posted 11 September 2007 - 06:23 PM

Well now that I can finally play Dawn Suburbs, I have to say I like the looks of it. :)

I found some bugs, however. Your streetlights aren't correct. According to screen shot 2, there is a missing tile in one of your maps. Graphics garbled in response. It's hard to see, but screen shot 2, where my cursor is, is on the blank tile. :)

PS: Mind if I edit your topic title to "Dawn Suburbs"?


Good catch! Thanks! We will fix that building (and others that have the same tile).
Yeah, we have to work on the streetlights, the tiles moved around when dawn city was changed and the maps are not entirely right currently... :)

#69 Popek

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Posted 11 September 2007 - 09:11 PM

There's a new beta, v12. I'll put it here, pope can update the links when he gets online.
There are undoubtedly bugs, so report them. :)

(remove all previous versions of burbs from the extensions directory, they mess up. Renaming doesn't help, you have to move em out.)

The name is now Dawn Suburbs and named like that in the menu too. The download is small since it uses dawn city tiles. Thanks Hobbes and Nachtwolf!



yeah, there's still numerous invalid tiles in v12 bambuz, that's why I didn't make a post regarding it last night.
Since it will still crash ufo2000 I didn't want to make it available.

PS: Mind if I edit your topic title to "Dawn Suburbs"?


feel free to add a subtitle, dawn suburbs isnt really supposed to be the set name, it was due to the way ufo2000 reads information from folder names.

Edited by Popek, 11 September 2007 - 09:22 PM.


#70 bamb

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Posted 12 September 2007 - 09:50 AM

Ok, I gotta test them more methodically then. I'll construct test terrains so I can go through every map. I'll send them to you pope so you can test after I've corrected the errors I've spotted, as it doesn't crash for me.

#71 bamb

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Posted 12 September 2007 - 10:57 AM

v13, the lucky number.
I found a couple more black spots. I hope there aren't any anymore.
Included are .area files that contain all the buildings (2 areas for each: small buildings, big buildings, roads. And one example generated 6x6 map.) You can try loading up these and try if it crashes, pope (or someone else whose ufo2000 crashes with bad tiles, as mine doesn't). Setting exploration level 2 in the rules section helps to spot errors, found out this. :)

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#72 Hobbes

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Posted 12 September 2007 - 11:21 AM

Just had a look at version 13, no black spots found but I spotted a few misplaced tiles. Check the pics.

- On 25 it seems that there's a wall missing there?
- On 22 there's already a brick corner available
- I'm not sure if you wanted to put the bush fences (and it's a case of wrong tiles) on those locations on 23 and 24. It looks ugly this way though

Attached Thumbnails

  • snapshot_25.png
  • snapshot_24.png
  • snapshot_23.png
  • snapshot_22.png

Edited by Hobbes, 12 September 2007 - 11:22 AM.


#73 bamb

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Posted 12 September 2007 - 12:16 PM

Good spotting, hobbes!
-The building 25 missing wall had a partially broken wall but since they are removed (took a lot of trouble to find why it crashed since the graphic in the png was fine!) from the tileset lua, I had to put a completely broken one in. It could be better with an untouched wall.
-The brick corners can and probably will be changed..
-The broken bushes are supposed to be vines and plant decoration on the balconies. But it looks like something fishy happened there, the unbroken bush fences are in a bit of a weird place.
Thanks for the feedback.

#74 Popek

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Posted 12 September 2007 - 07:26 PM

the bushes on the mansion ledges are as intended. I was excersizing the creative possibilities of the tileset.
the grey wall corners were used on brick walls as they were the only non clashing option as the brick walls don't have any corner tiles, and I just figured they looked more robust that way.

though that missing wall, yeah bambuz... tsk tsk :D

#75 Hobbes

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Posted 12 September 2007 - 08:24 PM

the grey wall corners were used on brick walls as they were the only non clashing option as the brick walls don't have any corner tiles


The brick walls have corner tiles now :)

#76 bamb

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Posted 20 November 2007 - 09:34 PM

Here are a few recent replays from dawn suburbs. :)
Ufo2000 full weaponset, 10k point limit, pope vs bambuz.

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  • snapshot_41.jpg


#77 Popek

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Posted 22 May 2008 - 06:29 PM

It's been some time since we've mentioned anything new in the 'Burbs' department

so here's a few more replays accumulated over the past months. Don't get to play as often as we'd like

10,000 points, exploration 0, UFO2k full weaponset
I lose most of the time.

comments are very appreciated

(Using rapidshare to host as zip is 10mb)

http://rapidshare.co...eplays.zip.html

#78 doodydota

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Posted 11 December 2008 - 09:51 AM

Wow, this map seems very cool.

Unfortunately it's difficult to convice anyone in the server chat to download and install a new map. :(

It would be nice if the game client would automatically download missing maps from the opponent while in the mission planner lobby (like in warcraft 3).

#79 Popek

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Posted 11 December 2008 - 07:05 PM

me and bambuz are often on around 1-5pm PST in
irc.quakenet.org
channel #ufo2000

just don't leave after like 2 minutes, people always do that and we always miss them.

#80 Popek

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Posted 18 February 2009 - 08:05 PM

Posted Image

anyone able to playtest at all and give input.

we're nearly at 100 tiles, and about to call it complete after cleaning up some gameplay issues with some tiles.

#81 Longshot

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Posted 26 February 2009 - 02:10 PM

I might be able to if you still need help...

Edited by Longshot, 26 February 2009 - 02:11 PM.


#82 bamb

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Posted 05 April 2010 - 06:34 AM

For some reason I can't get terrain-dawnsuburbs-beta15 to work on linux although it works fine in Windows... Some case sensitivity issue? In burbs' main lua it's all lowercase as are all the files and all the files in dawn city as well. Yet terrain-dawn-city works fine, and burbs uses those tiles.

Edited by bamb, 05 April 2010 - 06:35 AM.


#83 bamb

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Posted 05 April 2010 - 06:37 AM

Oh, here's the terrain. If that problem can be solved, I think it could be released with the next UFO beta release.

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#84 Serge

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Posted 05 April 2010 - 07:16 AM

For some reason I can't get terrain-dawnsuburbs-beta15 to work on linux although it works fine in Windows... Some case sensitivity issue? In burbs' main lua it's all lowercase as are all the files and all the files in dawn city as well. Yet terrain-dawn-city works fine, and burbs uses those tiles.

Since some time ago, ufo2000 enforces case sensitivity on windows too, so honting down these issues should be easier.
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#85 bamb

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Posted 05 April 2010 - 11:38 AM

Ok, isolated the bug a little better:
It seems to try to load the dawn-suburbs earlier than the dawn tileset (which is loaded together with dawn-city).
So it's some alphabet order issue?

Yet they should be correctly in the alphabet.
I even changed it to

terrain-dawn-suburbs-beta15
which contains
zzdawn-suburbs.lua

the dawn city is
terrain-dawn-city
which contains
aadawntileset.lua
(and zzdawncitygenerator.lua)

So both the dawn city directory and tileset lua filename and tileset name should be before the dawn suburbs that tries to use them.

Attached Files


Edited by bamb, 05 April 2010 - 11:39 AM.


#86 bamb

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Posted 05 April 2010 - 11:41 AM

# 2010-04-05 20:29:54 [8294] : Loading extension './extensions/terrain-xbase+'.
AddXcomTerrain: 'XBase+' terrain - OK, 23 maps, crc32 = 229B38AA
# 2010-04-05 20:29:54 [8294] : Loading extension './extensions/terrain-dawn-suburbs-beta15'.
AddXcomTerrain: 'Dawn Suburbs' terrain - FAILED (can't locate 'dawn', 'dawn' or 'dawn')

# 2010-04-05 20:29:55 [8294] : Loading extension './extensions/unit-chameleon'.
...
AddEquipment: 'Original X-Com Weapon Set', crc32 = EC2FAE28
# 2010-04-05 20:29:57 [8294] : Loading extension './extensions/terrain-dawn-city'.
Tileset 'destroyed' initialized, 1 tiles, crc32 = 14F0FD90
Tileset 'dawn' initialized, 299 tiles, crc32 = A8A1D5AC
UFO2000 tileset: destroyed
UFO2000 tileset: dawn
AddXcomTerrain: 'Dawn City Beta' terrain - OK, 100 maps, crc32 = C3C9EF42

# 2010-04-05 20:29:58 [8294] : Loading extension './extensions/weapons-galactic'.
...