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More than 4 level maps


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#1 SupSuper

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Posted 22 July 2004 - 02:14 PM

If you are bored making the installer, there are a lot of other things that can improve the game (C++ programming, making new maps and modding weapons, or just playtesting the latest beta releases) :)

<{POST_SNAPBACK}>

i'll probably just help with playtesting the beta releases. i do want to (eventually) try to make maps, so if i do get good at that i'll also help at it :)

btw, when are you planning to add support for those big 8-level maps you can now do with Daishiva's Map Editor? eh, eh? ;)

too bad, now you will never know the ancient secrets of supsupers long gone avatar ;)

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#2 Hobbes

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Posted 26 July 2004 - 07:15 PM

btw, when are you planning to add support for those big 8-level maps you can now do with Daishiva's Map Editor? eh, eh? ;)


*Raises an eyebrow*

8 level maps? I like the idea :)

#3 Twilight Owl

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Posted 27 July 2004 - 04:25 AM

IMO the game is too slow even on the 4th level, and i guess 8th level will be a slideshow...
Sorry for my English :)

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#4 Hobbes

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Posted 27 July 2004 - 05:44 AM

IMO the game is too slow even on the 4th level, and i guess 8th level will be a slideshow...

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True.....when I played Apocalypse I tended to use real time rather than turn based to speed things up. But if it was possible to use 8 levels you could add some skyscrappers and other similar buildings.

#5 Serge

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Posted 27 July 2004 - 11:39 AM

IMO the game is too slow even on the 4th level, and i guess 8th level will be a slideshow...

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True.....when I played Apocalypse I tended to use real time rather than turn based to speed things up. But if it was possible to use 8 levels you could add some skyscrappers and other similar buildings.

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This is not very difficult to add. Maybe in one of the next beta versions...
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#6 Hobbes

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Posted 27 July 2004 - 06:58 PM

This is slightly off topic but I've just played my first UFO2000 game and it rocks!!!! :D
I spent 3 hours playing and while first it was strange that the graphics were small but the bigger view of tactical is soo much better :). And the music is awesome too, sometimes Apocalypse themed others simply 'ethereal' :D

One question: how do you add modded maps? I've looked into the .lua files and I think I understood the basic system but usually I use modified .pck, .mcd and .tab files and you'd have to replace them to use my maps. Could a separate directory be created and listed on the .lua files to hold them?
The other thing I'd like to know is about the size of the individual maps. Can they be made to use bigger sizes (30x30 or 40x40 tiles) or that would have to wait until you introduce 8 level buildings?

#7 Twilight Owl

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Posted 28 July 2004 - 04:36 AM

Can they be made to use bigger sizes (30x30 or 40x40 tiles) ... ?

AFAIK only 10x10 and 20x20 maps are supported.
But you can make a .lua which will place sub-maps on the map in order that you want, when this .lua will be loaded on the planner screen.

Edited by Twilight Owl, 28 July 2004 - 04:41 AM.

Sorry for my English :)

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#8 Hobbes

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Posted 28 July 2004 - 05:41 AM

OK, but what about the .pck and other terrain files?

For instance, if I replaced this line on the .lua file:
"$(xcom)/terrain/urban.*"

with
"$(ufo2000)/newmaps/area51/urban.*"

assuming that there was an area51 folder, would it work?

#9 Serge

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Posted 28 July 2004 - 06:01 AM

OK, but what about the .pck and other terrain files?

For instance, if I replaced this line on the .lua file:
"$(xcom)/terrain/urban.*"

with
"$(ufo2000)/newmaps/area51/urban.*"

assuming that there was an area51 folder, would it work?

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Right, this should work
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#10 Hobbes

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Posted 28 July 2004 - 06:22 AM

OK, but what about the .pck and other terrain files?

For instance, if I replaced this line on the .lua file:
"$(xcom)/terrain/urban.*"

with
"$(ufo2000)/newmaps/area51/urban.*"

assuming that there was an area51 folder, would it work?

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Right, this should work

<{POST_SNAPBACK}>


I'm going to write the .lua file and compile the necessary files into a .zip this afternoon and upload it.
There's one useful thing to know... what's the limit of MCD entries for the entire
map? 255 like UFO? I could always use more MCD entries and since the Skyranger ones aren't being used....

EDIT: Just uploaded the area51multi.zip file. I've used the Hotseat option and it seems to work. Now I only need someone to play it :)

Edited by Hobbes, 28 July 2004 - 07:47 AM.


#11 Twilight Owl

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Posted 28 July 2004 - 07:51 AM

There's one useful thing to know... what's the limit of MCD entries for the entire
map? 255 like UFO?


yes, but in fact it's 253, because of two tiles in blanks.pck: blank space and scorched earth, which you must include

Just uploaded the area51multi.zip file.


where is it available? didn't find on your site...

Edited by Twilight Owl, 28 July 2004 - 07:54 AM.

Sorry for my English :)

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#12 Hobbes

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Posted 28 July 2004 - 08:08 AM

There's one useful thing to know... what's the limit of MCD entries for the entire
map? 255 like UFO?


yes, but in fact it's 253, because of two tiles in blanks.pck: blank space and scorched earth, which you must include

Just uploaded the area51multi.zip file.


where is it available? didn't find on your site...

<{POST_SNAPBACK}>


Thanks for the info. The file is on the ufo2000.lxnt.info site

#13 Blehm 98

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Posted 28 July 2004 - 08:38 AM

Hobbes, maybe we should somehow get micah to release a full announcement of a new mappack for UFO 2000, becuase he might just do that. The Man! too.
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#14 Hobbes

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Posted 28 July 2004 - 09:17 PM

I played twice already with the Area 51 terrain and there weren't any problems running it. However, you're probably aware of it, but in any case there seems to be a problem with units seeing enemies inside buildings on upper levels.
I've read about the GURL on the Current Tasks page. Will that allow to load 8 level buildings or 40x40 maps? I have a couple of 40x40 maps that I'd love to try. :)

#15 Blehm 98

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Posted 29 July 2004 - 12:08 AM

The way it works is that if your guys see an enemy on the upper levels, then the blue triangle appears onthe first level, but if you go up, you can see them
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#16 Hobbes

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Posted 29 July 2004 - 07:09 AM

The way it works is that if your guys see an enemy on the upper levels, then the blue triangle appears onthe first level, but if you go up, you can see them

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I think what you've described is intentional to help you find the enemy soldiers. Oh well, if I see it again I'll try to get a picture to describe it.