

New Ufo2000 Tiles
#101
Posted 21 January 2006 - 05:48 PM

[MC]T_II_Judgment
[MC]TerminatorII
Blitzen
From:
Freelancer
Hyperiums
And Now UFO2000!
Detective: "He died from a drug overdose."
Officer: "Really? Which one?"
Detective: "Lead."
#102
Posted 12 July 2006 - 06:44 AM
I require bug reports i know the're out there - either PM me or complain here.
EDIT: uploads are broken for the time being - get it at mantis instead: Click this link ive cleverly disguised as a link fo quick access to the specific topic
Edited by Sporb, 12 July 2006 - 06:45 AM.
#103
Posted 12 July 2006 - 07:59 AM
Unless you built in an optical illusion there, it is a bug.
Apart from that, nice map Escher

#104
Posted 12 July 2006 - 07:09 PM
Gravity lifts somtimes dont work and the doors are broken. I think the reason men can 'jump' onto upper floors is the singleblock ramps - they are set to a full level in height but they still allow men to scale them for some reason.
EDIT: about that tower with the ramps all round it - men jump to the top because the ramps arent layed out properly - this is a map problem which ill be fixed later with all the onther map problems.
EDIT2: the reason men seem to jump to higher levels in some cases can also be attributed to lousy placement of certain blocks ... my bad
EDIT3: fixed most of the glaring LUA problems INC adding hitmasks to the walls i forgot, fixing the health of some blocks (was too high). The skywalk bug still remains, ill try and fix it later but right now it doesnt want to play ball.
Edited by Sporb, 12 July 2006 - 08:42 PM.
#105
Posted 16 July 2006 - 12:53 AM
AGAIN regs
PANDA
#106
Posted 18 July 2006 - 05:23 AM
#107
Posted 18 July 2006 - 07:25 AM
it works fine on my pc and ive never had any problems playing it ...
PS: my path is as follows:
C:\Documents and Settings\Sporb\Desktop\UFO2000 Beta\extensions\terrain-virtual\the map files go in here!
#108
Posted 18 July 2006 - 10:39 AM

#109
Posted 18 July 2006 - 11:25 AM
#110
Posted 18 July 2006 - 07:39 PM
Mapmaker and Tilemaker
http://www.xcomufo.c...topic=242025548
Edited by nachtwolf, 18 July 2006 - 07:39 PM.
#111
Posted 19 July 2006 - 01:46 AM
This particular bug is completely beyond me as there appears to be no reason why it doesnt work on some machines ...
though there is a chance there is some sort of weird extension conflict with another extension module
Edited by Sporb, 19 July 2006 - 01:47 AM.
#112
Posted 19 July 2006 - 06:23 AM
#113
Posted 21 July 2006 - 09:56 PM
#114
Posted 22 July 2006 - 06:48 AM
#115
Posted 22 July 2006 - 10:23 PM
#116
Posted 22 July 2006 - 11:02 PM
#117
Posted 03 August 2006 - 10:07 PM
Well, now I have something to do while there's nobody online!!! Just to get a few things straight: If the tileset and map are as good as lunar base, and as playable, will they be included in the next beta?
Edit: Wow, I guess I was really excited, 3 typos in one sentence.
Edited by Brick-To-Face, 04 August 2006 - 06:11 AM.
#118
Posted 03 August 2006 - 11:28 PM
Edited by Sporb, 03 August 2006 - 11:29 PM.
#119
Posted 04 August 2006 - 06:17 AM
Umm, yeah, to explain, I think it's kickass that someone made an easy-enough-to-use editor IN javascript! Or something similar, I didn't actually check the code yet. Anyway, very awesome! Now, just one question. As we all know, there is a little, nearly-useless corner piece to walls, now all I want to know is where does it go? If this is the map:the mapeditor?
AA BB||CC ======++ DD EE FFWhere does the corner piee go? B or F?
Er, to explain a bit more, D and E will have wall pieces, C will too, pretend you are looking from the lower right.
Edited by Brick-To-Face, 04 August 2006 - 06:20 AM.
#120
Posted 14 August 2006 - 06:20 AM
i had an idea for a new type of map
i believe everyone had seen terminator, and those scenes of man-machine war are great!
i was thinking if anyone could make a terrain similar to the movie.
Lots of destruction, many parts of destructed buildings, some underground shelters/bunkers used by the humans, etc
this fits very good in Ufo2000! Instead of machines we have the infamous aliens!!!!

Give your opinion

#121
Posted 14 August 2006 - 06:34 AM
#122
Posted 15 August 2006 - 08:06 AM
Umm, yeah, to explain, I think it's kickass that someone made an easy-enough-to-use editor IN Javascript! Or something similar, I didn't actually check the code yet. Anyway, very awesome! Now, just one question. As we all know, there is a little, nearly-useless corner piece to walls, now all I want to know is where does it go? If this is the map:the mapeditor?
AA BB||CC ======++ DD EE FFWhere does the corner piee go? B or F?
Er, to explain a bit more, D and E will have wall pieces, C will too, pretend you are looking from the lower right.
F but it will be set as a wall or an object. depending on your needs.
#123
Posted 13 February 2007 - 03:52 PM
I think making this size flexible would be necessary as 64x100 looks much more realistic.
So that means the dimensions would actually be set by LUA.
High res tilesets come at a price anyway.
It will look bad with old units regardless of the format since those were made for 32x40. Pixel art doesn't scale up very well.
BTW that's a big task but I'm going to start working on this and LUA replacement for maps.
Edited by nachtwolf, 13 February 2007 - 03:55 PM.
#124
Posted 14 February 2007 - 08:37 AM
1:NORMAL
2:TORN
3:NONE
i do belive you could edit some of the lower res tiles from xcom and tweak them
but if hi-res tiles are in the final version DIDO!!!! yippe

FINISH THE FIGHT 2007
-November 2007-
#125
Posted 14 February 2007 - 03:24 PM
But, anyway high res or not, we cannot distribute the ones that come with X-com. Copyright forbids us to do so. High res tilesets will not come from X-com graphics at all and will be created by daring graphic artists who are not scared of making 200 images. We already have a few tilesets we made, so this won't be a problem.
What I said is that there will be the option to make the battlescape work with both sizes. (say 32x40 and 64x100)
Edited by nachtwolf, 14 February 2007 - 03:25 PM.
#127
Posted 15 February 2007 - 04:18 PM
No really, I don't understand our new cursor. Is that 16?
#128
Posted 15 February 2007 - 04:42 PM
Also, I forgot to mention that there is no framerate drawback.
Only drawback comes when initially loading the map and when the turn changes.
Initial game loading is alright IMHO, no big deal.
Changing turn can only be noticed in hotseat, but you have to click Next Turn/OK anyway.
So I would call this almost no drawbacks.
Is anyone complaining about having *only* 16 levels ?
Edited by nachtwolf, 15 February 2007 - 04:45 PM.
#129
Posted 15 February 2007 - 06:13 PM
Also, heres the Beta of 'Future Urban' Tileset. Please download it and play it so that any bugs or ballances can be worked out quickly. Note also, that there is no current minimap image and there are few map chunklets. More will be added when its finalised as well as better roading.
Download, unpack and throw into Extensions. Make sure your unzipping program hasnt added an extra Folder level. If it has, drag the contents into the first folder and proceed.
Please give it a go. The finished product will be different in layout so its not going to spoil it.
Edited by Sporb, 15 February 2007 - 06:57 PM.
#130
Posted 20 February 2007 - 08:18 PM
When I finally got the LUA maps working and blew the tile limit, I sent some soldiers to protect that precious 258th tile.
Also, you will find included in this post, the current structure of the .lua Map files.
you can group multiple maps definition in the same lua file but you can also use multiple lua files, just remember that they are processed in alphabetical order, which means, terrain avocado.lua will not find the maps defined in wereterrain.lua and xyceratops.lua
Also, when you call up the map, don't refer to the file but to the definition name.
Usage example :
AddTerrain {
Name = "Your terrain name",
Tiles = {
"some tilesets",
},
Maps = {
"$(extension)/oldfashioned02.map",
"mapname00",
"mapname01",
}}
-- Where mapname00 and mapname01 will both be defined in 00mapfile.lua
-- Also, as before, the two digits index is needed, so make sure you don't have any of them twice.
Ok now let me get that straight : I don't want to hear anyone complain about the 32767 tiles limit.
That said, time for beer again!!

Attached Files
Edited by nachtwolf, 20 February 2007 - 08:27 PM.
#131
Posted 23 February 2007 - 05:57 PM
Huh? I wanted 32768 tiles!!1!! !!Ok now let me get that straight : I don't want to hear anyone complain about the 32767 tiles limit.
Of course I'm just kidding, good job!

#133
Posted 18 May 2007 - 07:09 PM
Dawn city somehow manages to use "destroyed" and "dawn".
But the individual maps (buildings) refer to tiles only by number. So there must be only one tileset, otherwise the numbering would not work.
Example:
tileset "bfarm" has tile 1 a wood wall. I make a map bamby00.lua with wood wall building.
tileset "bcity" has tile 1 a brick wall. I make map bamby01.lua with brick wall building.
Now the main lua first loads tilesets...
Tiles = {
"bfarm",
"bcity"
}
but now the real problem
Maps = {
"bamby00",
"bamby01",
...
Now both maps have in their lua file just
{0,1,0,0}.
But the bamby00 needs a brick wall and bamby01 other a wooden - but they both have just a simple number "1" there - there is no reference anywhere from WHICH tileset the first tile should be picked from!
So, one can NOT have multiple tilesets in ufo2000 at the moment?
--
The main reason I ask this is because pope, meodai and I are doing new stuff and we're using the Dawn City assets, just would like to add a few things and wouldn't like to stick our fingers to the dawn city master image list / tileset as it's still evolving.
Edited by bamb, 18 May 2007 - 07:11 PM.
#134
Posted 24 May 2007 - 11:20 AM
#135
Posted 26 May 2007 - 05:47 PM
Hello? Can one use multiple tilesets or no?
Yes you can. For instance, when using the original X-COM City terrain you have 4 tilesets:
Roads = 23 tiles
Urbits = 25
Urban = 112
Frniture = 26
The numbering on the .map files does not refer to a specific tileset but to all tiles combined. So, the tiles above will appear on the .map files with the following numbering:
Roads = tiles 1 to 23
Urbits = tiles 24 to 48
Urban = tiles 49 to 120
Frniture = tiles 121 to 147
The sequence of the tilesets is crucial: if you design a map with the sequence Roads, Urbits, Urban and Frniture but the .lua file is set to load them in the order of Roads, Frniture, Urban, Urbits, then the maps will be a mess.
X-COM: Area 51 site - UFO terrain mods
My X-COM fan fictions: The Unknown Menace, Abyssal and Eulogy