Pumpkinhead Posted February 11, 2004 Share Posted February 11, 2004 UFO Enemy Unknown, X-COM Terror from the Deep A visual X-COM map editor. A must have for modding in TFTD. Requires the <a href="https://www.microsoft.com/downloads/details.aspx?FamilyId=262D25E3-F589-4842-8157-034D1E7CF3A3&displaylang=en">Microsoft .NET framework</a>. The executable has been modified by Zombie to allow Small Scout editing again and also removes the two "garbage" UFOs which sometimes caused the program to crash if opened.https://www.strategycore.co.uk/site/assets/files/4537/news-thumbnail_battleship.png https://www.strategycore.co.uk/site/assets/files/4537/news-thumbnail_tile_and_mcd.png https://www.strategycore.co.uk/site/assets/files/4537/news-thumbnail_artifact_site.png Click here to visit the download page. Link to comment Share on other sites More sharing options...
Stewart Posted February 14, 2004 Share Posted February 14, 2004 To better you chances for a reply you get an account at Diashivas website and post in his forum here. Or you can post them here as well. Link to comment Share on other sites More sharing options...
daishiva Posted February 17, 2004 Share Posted February 17, 2004 Hmmm, i see that there is a problem, and somehow it has been fixed in the upcoming version without my knowledge of it =) Perhaps i saw the error early on, i dont remember since its been awhile since i changed it ever so slightly (it cuts out the unnecessary background, making images smaller) i try reading the forums here, on my site, and on xcomufo on a fairly regular basis. Its been kinda slow lately so i might have gone a couple days without checking. I have also had people directly contact me about problems (icq,email), so thers a bunch of ways to get my attention =) Thanks for the vote of support =) its always welcome Link to comment Share on other sites More sharing options...
Pumpkinhead Posted April 7, 2004 Author Share Posted April 7, 2004 I've found a few bugs with v1.10 https://members.dodo.com.au/~shoobs/sample_1.gif https://members.dodo.com.au/~shoobs/sample_2.gif These 2 samples show 3 phantom "UFOs" that appear at the top of the UFO list... UFO_01a doesn't even open! I've tried various things on my side, like using different versions of the game, re-downloading your program and re-installing it etc etc and the problem is still there... When opened, they also bring up an exception text! Now this last bug is a graphical one... https://members.dodo.com.au/~shoobs/sample_3.gif As you can see on the pic, where the walls meet up in the UFOs they aren't joined properly... I hope these bugs aren't too hard for you to get around and I look forward to downloading v1.11 in the near future Link to comment Share on other sites More sharing options...
Pumpkinhead Posted April 7, 2004 Author Share Posted April 7, 2004 I'd post the exception text for you, but strangely enough, every time I've tried, it crashes my net connection!! Link to comment Share on other sites More sharing options...
BladeFireLight Posted April 7, 2004 Share Posted April 7, 2004 The first two maps are left over from UFO's development and the graphic files dont exist.. why they are included witht he default config I dont know..the graphics glitch is no glitch.. they look like that in game. it's just an oddity with the way images overlap eachother. -Blade FireLight Link to comment Share on other sites More sharing options...
daishiva Posted April 7, 2004 Share Posted April 7, 2004 The only way to fix the 'bad maps' is to edit them out of your init files. Future versions of the program will use the existing init files (unless you delete them) Link to comment Share on other sites More sharing options...
Pumpkinhead Posted April 8, 2004 Author Share Posted April 8, 2004 the graphics glitch is no glitch.. they look like that in game. it's just an oddity with the way images overlap eachother.Are you serious!?! I've never noticed it before... I'll have to play again to see Link to comment Share on other sites More sharing options...
Pumpkinhead Posted April 16, 2004 Author Share Posted April 16, 2004 I don't think the wall alignment bug is in the game, because I just checked out the xcomufo.com site and their UFO maps look fine... https://www.xcomufo.com/ufo/supply3.jpg Notice the walls join perfectly... Sorry Daishiva, but it looks like you do have a bug on your hands Link to comment Share on other sites More sharing options...
Pumpkinhead Posted April 16, 2004 Author Share Posted April 16, 2004 And one more little bug is the problem of those little black triangles in the corners of the abductor ship: https://www.xcomufo.com/ufo/abductor1.jpg Link to comment Share on other sites More sharing options...
NKF Posted April 16, 2004 Share Posted April 16, 2004 That's not a bug. It's just the way the tile looks. It's a fringe tile that goes over another tile so that it looks as though the UFO floor conforms to the shape of the walls. You can fix some of those by changing the tile from a half tile to proper UFO floor tile. However, mind that one end might look as though it's sticking out the other side of the wall (well, after you've destroyed the wall it'll look odd - in fact, most of the tiles may appear to extend beyond the wall after you've destroyed them). It's just a bad tile selection on the map designer's part. You can probably fiddle around with them to fix them. - NKF Link to comment Share on other sites More sharing options...
Pumpkinhead Posted April 16, 2004 Author Share Posted April 16, 2004 How come I never saw black triangles in an abductor when I was playing the game then... I'm sure something like that would stick out Link to comment Share on other sites More sharing options...
NKF Posted April 16, 2004 Share Posted April 16, 2004 Because they're not black in the game. What you're seeing is just the transparency. Whatever tile it goes on top of will show through the gaps (If you don't see anything, then the game's probably doing the right thing and putting a proper UFO floor tile underneath). - NKF Link to comment Share on other sites More sharing options...
BladeFireLight Posted April 22, 2004 Share Posted April 22, 2004 The game engine does do some graphics clipping. exacticaly how it know what to clip we dont know.. So for right now MapView is just doing kind of an tile Z-order display Link to comment Share on other sites More sharing options...
Pumpkinhead Posted May 4, 2004 Author Share Posted May 4, 2004 Sorry to be the constant barer of bad news, but I've found a few more bugs 1) When I go to save an image of XBASE_20, it crashes the program 2) When I save images of certain maps (particularly XBASE_xx) they export with a row of coloured pixels along the bottom of the image... like this: https://ufopaedia.xcomufo.com/pics/XBASE_00.gif Link to comment Share on other sites More sharing options...
Hobbes Posted May 7, 2004 Share Posted May 7, 2004 First, great work, daishiva! I've been having a blast using MapEdit. I still haven't figured out some of the features on Rmpview, though. 1) What are the Misc1 and Misc2 options on the Rank tab button for? 2) What's the use of the Flags? 3) What's the difference between 1: Spawn and 2: (or 3: or 4:...) Spawn? 4) Is it possible to connect two nodes that are in different levels? Thanks in advance Link to comment Share on other sites More sharing options...
daishiva Posted May 11, 2004 Share Posted May 11, 2004 Pumpkinhead: interesting.... Hobbes: First, great work, daishiva! I've been having a blast using MapEdit.Glad to hear it =) 1) What are the Misc1 and Misc2 options on the Rank tab button for?They are pieces of information in the rmp file that we dont know what they are for. Maybe by displaying the info, someone will have an 'aha' moment 2) What's the use of the Flags?See #1 3) What's the difference between 1: Spawn and 2: (or 3: or 4:...) Spawn?I seem to rememer being told that higher numbers mean less chance of that node being used as a spawn node, if you figure out let me know =) 4) Is it possible to connect two nodes that are in different levels?Yep, just figure out the id of the node on the level you wish to connect to (either by clicking on it or mouse-over) and find it on the node list. The id of the node is specified by the purple "Index: " string when clicking on it, or by the red "Mouse Over" string when you move your mouse around the view. Link to comment Share on other sites More sharing options...
MicahDG Posted May 13, 2004 Share Posted May 13, 2004 I don't think the wall alignment bug is in the game, because I just checked out the xcomufo.com site and their UFO maps look fine... https://www.xcomufo.com/ufo/supply3.jpg Notice the walls join perfectly... Sorry Daishiva, but it looks like you do have a bug on your hands I'm afraid I'm a little late to the discussion, but I wanted to respond to the quoted post by Pumpkinhead. The floorplan images of the supply ship that I have on xcomufo are all cut and paste from screen shots. I was most of the way through the project when I came across Daishiva's viewer, from which I DID get the terror ship images you also referenced. Link to comment Share on other sites More sharing options...
Zombie Posted September 20, 2008 Share Posted September 20, 2008 I just updated MapView myself by fooling around in the executable to allow editing of Small Scouts again! You can find the new version here. If I have some time I'll take a look at any other errors which can be fixed easily. (The Small Scout problem has been bothering me for a very long time). - Zombie Link to comment Share on other sites More sharing options...
Bomb Bloke Posted September 21, 2008 Share Posted September 21, 2008 You enabled small scouts by editing the EXE? When the heck did you learn something so advanced?! Link to comment Share on other sites More sharing options...
Zombie Posted September 21, 2008 Share Posted September 21, 2008 It wasn't that tough BB, it's just like editing X-COM executables. There's a few lines in the exe which list the UFO map and all the associated MCD/PCK files which go with it. The Small Scout didn't have the correct map name or the proper files, so I changed them. Daishiva had a bunch of normal UFO MCD/PCK files listed for the Small Scout, but that ship has it's own special set. To make it use only the proper UFO1.MCD/PCK, I had to "mask" out the excess files in the list with spaces (that's his separator). Once I did that, it all worked fine. Now when you install MapView, the changes are permanent (instead of editing MapEdit.Dat which only works after you install). - Zombie Link to comment Share on other sites More sharing options...
Bomb Bloke Posted September 22, 2008 Share Posted September 22, 2008 Ah, I see... Well done. Link to comment Share on other sites More sharing options...
Zombie Posted September 22, 2008 Share Posted September 22, 2008 Thanks. My only issue with adding the Small Scout is that it now falls last on the list of UFOs instead of first (obviously due to alphabetizing since it's ordered correctly in the executable). Still, it's great to see that ship in the program no matter where it's located. I might remove those "garbage" ships (UFO_000, UFO_010) from the list as well. There isn't real map files for those ships anyway and they just cause the program to crash if you muck with them. I never really understood why they were in there in the first place either. Edit: Doh! Blade mentioned above that those UFOs were left over from the developers. Must've been a really early version/beta which had them though. - Zombie Link to comment Share on other sites More sharing options...
Zombie Posted September 24, 2008 Share Posted September 24, 2008 Well, I removed those two garbage UFOs from the MapView executable successfully today. You can find the revised program in our files section in the same location. Now the interface is lean and mean. - Zombie Link to comment Share on other sites More sharing options...
Bomb Bloke Posted September 25, 2008 Share Posted September 25, 2008 One of these days I'll rebuild those ships so they render correctly. Honest. Link to comment Share on other sites More sharing options...
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