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Pumpkinhead

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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.

 

Click here to visit the download page.

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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

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  • 1 month later...

I've found a few bugs with v1.10 :P

 

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 :(

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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

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  • 2 weeks later...

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 :P

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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

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Because they're not black in the game. :P

 

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

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  • 2 weeks later...

Sorry to be the constant barer of bad news, but I've found a few more bugs :P

 

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

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First, great work, daishiva! I've been having a blast using MapEdit. :P

 

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

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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.

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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 :P

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.

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  • 4 years later...

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). :laugh:

 

- Zombie

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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). :laugh:

 

- Zombie

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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. :laugh:

 

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

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