http://ufoai.org/w/api.php?action=feedcontributions&user=ShipIt&feedformat=atomUFO:AI - User contributions [en]2024-03-28T10:04:31ZUser contributionsMediaWiki 1.35.4http://ufoai.org/w/index.php?title=Talk:Mapping/Entities/misc_mission&diff=42448Talk:Mapping/Entities/misc mission2017-02-09T11:58:17Z<p>ShipIt: /* Current state */</p>
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<div><br />
== General ==<br />
<br />
* [{{http|www.ufoai.org/bugs/ufoalieninvasion/issues/5464 Feature request on tracker}}]<br />
* Having this feature would help in many ways:<br />
** We could have something other than "kill all aliens" in our missions.<br />
** A second way to win could shorten some missions for the player. There are often complaints about very long missions on maps like 'Mansion' or base defence missions, where people crawl through huge maps searching for the last single alien. Those missions could be won by the player securing some 'key points' of the map for long enough.<br />
<br />
== Q&A ==<br />
<br />
* If 'radius' is given, does this count only horizontally or is it meant to be a sphere? --[[User:ShipIt|ShipIt]] ([[User talk:ShipIt|talk]]) 11:23, 26 July 2015 (CEST)<br />
** Horizontally only, and it results in a '''square''' not a circle as the name radius might suggest. --[[User:DarkRain|DarkRain]] ([[User talk:DarkRain|talk]]) 22:05, 26 July 2015 (CEST)<br />
* We have a message property for the misc_mission, what should we do with it? (Currently it does nothing at all) Should we go with the description and show it upon victory? Or we could use it to fill the mission briefing with objectives (might be difficult to code as we aren't assigned a team until the mission starts), we could also use to have a message to display somewhere on the HUD (along with a turns remaining count if applicable) --[[User:DarkRain|DarkRain]] ([[User talk:DarkRain|talk]]) 16:55, 1 August 2015 (CEST)<br />
** Showing a message if the player won the mission by achieving the objective given in the misc_mission (instead of killing all opponents) would oc be nice. It could also be used to show a message upon entering the target zone (instead of the default one from the code). This might be more practical, in case of multiple mission objectives, and if I could have only one of them, I´d take this. --[[User:ShipIt|ShipIt]] ([[User talk:ShipIt|talk]]) 10:15, 2 August 2015 (CEST)<br />
* Giving the player the information he needs might be a task of its own. So, what information should the player get and how do we display them? --[[User:ShipIt|ShipIt]] ([[User talk:ShipIt|talk]]) 10:15, 2 August 2015 (CEST)<br />
** Whatever it is, in order to show usefull info, we need to identify the misc_mission somehow. --[[User:ShipIt|ShipIt]] ([[User talk:ShipIt|talk]]) 10:32, 2 August 2015 (CEST)<br />
*** So we need to give them a name? --[[User:ShipIt|ShipIt]] ([[User talk:ShipIt|talk]]) 10:32, 2 August 2015 (CEST)<br />
** My best idea right now is to have a info screen showing a table. This table would identify the mission targets in the map by name and description, and show their current state. Oc this would require to add some properties to the entity ('name' and 'description'). The 'message' could then be shown once the objective is achieved. --[[User:ShipIt|ShipIt]] ([[User talk:ShipIt|talk]]) 11:32, 24 August 2015 (CEST)<br />
*** I guess adding a couple properties to the entity shouldn't be that bad, and will make thing less confusing --[[User:DarkRain|DarkRain]] ([[User talk:DarkRain|talk]]) 22:31, 9 September 2015 (CEST)<br />
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* To both of the above points: Should we consider multi player implications here (messages/info we show the player will likely need to be different from single player) or should we leave that for a later time? --[[User:DarkRain|DarkRain]] ([[User talk:DarkRain|talk]]) 20:20, 4 August 2015 (CEST)<br />
** Taking mp into account would really complicate thing a lot, so I would simply treat the misc_mission as campaign-only for now. E.g. there might be spawnpoints for up to six mp-teams in a map. The team numbers are given randomly to 2 - 4 teams, so in the map there might be no Team 1. Not sure how to solve this. The player would not even know about his team number. --[[User:ShipIt|ShipIt]] ([[User talk:ShipIt|talk]]) 11:32, 24 August 2015 (CEST)<br />
* After winning the mansion map, the victory screen marked two alien survivors, but only one alien came to the Containment (I assume it is the one that got stunned during the mission). Should not they all be dead? In case the players loses, his soldiers are all considered to be dead, no? --[[User:ShipIt|ShipIt]] ([[User talk:ShipIt|talk]]) 11:49, 24 August 2015 (CEST)<br />
** Well depends on how we want to handle the results of a non standard victory, which depends on the kind of mission, it might be that surviving not stunned aliens are considered to flee the area — in which case we would get to keep the stunned aliens, in other cases one could say that PHALANX goes in meet the objective and then pull out — in which case all alive aliens should be considered survivors and we wouldn't keep stunned ones, we could also say PHALANX rounds all surviving aliens and... does what? Subdues and captures them, kills them all? In the case of the player soldiers, originally there was a count of soldiers missing in action, of course it was always 0, as all soldiers left alive when the player loses a mission are killed by the game (except those at the rescue zone if you abort the mission) again what should we do in the case of an alien non-standard victory consider surviving soldiers MIA, KIA or even have them flee depending on the mission? --[[User:DarkRain|DarkRain]] ([[User talk:DarkRain|talk]]) 22:31, 9 September 2015 (CEST)<br />
*** As we can always adjust this later on, I'd propose this approach as a start. --[[User:ShipIt|ShipIt]] ([[User talk:ShipIt|talk]]) 08:13, 9 February 2017 (CET)<br />
**** Player wins - Alien survivors get killed, civilian survivors are saved, player gets all alien equipement and UFO.<br />
**** AI wins - Surviving human soldiers, pilot and civilians KIA, dropship lost. Mission disappears from geoscape.<br />
<br />
== Goals ==<br />
<br />
* Make this feature work in campaign as the description implies, and use it within the maps. --[[User:ShipIt|ShipIt]] ([[User talk:ShipIt|talk]]) 11:06, 26 July 2015 (CEST)<br />
** {{open}} If only a 'target' is given, destroy it once the conditions are met.<br />
*** "Occupy area to destroy target."<br />
*** Right now, this destroys the target AND wins the mission, which makes no sense.<br />
**** Should be fixed now, if a target is given it won't cause you to win the mission. --[[User:DarkRain|DarkRain]] ([[User talk:DarkRain|talk]]) 16:47, 1 August 2015 (CEST)<br />
** {{open}} If only an 'item' is given, win the mission once the conditions are met.<br />
*** "Bring item to win mission."<br />
** {{done}} If a 'target' and an 'item' are given, destroy the target once the conditions are met.<br />
**** Note: Default radius if none given for misc_mission is three map grid wide (always was that way, it's just that before a bug prevented it from being correctly set and all misc_mission ended being one grid wide) this might not give the intended results see for example fueldump with the fixed code (the item will be placed upon entering the area — a few steps before reaching the door) --[[User:DarkRain|DarkRain]] ([[User talk:DarkRain|talk]]) 06:38, 29 July 2015 (CEST)<br />
*** "Bring item to destroy target."<br />
*** This is used in fueldump map and already works.<br />
**** Note that (if I read the code right) if this is the only objective in the mission this will win the mission too --[[User:DarkRain|DarkRain]] ([[User talk:DarkRain|talk]]) 06:31, 29 July 2015 (CEST)<br />
***** No longer the case --[[User:DarkRain|DarkRain]] ([[User talk:DarkRain|talk]]) 16:47, 1 August 2015 (CEST)<br />
** {{open}} If none of the above paramters is given, win the mission once the conditions are met.<br />
*** This works, but with civilians around it doesn´t. See = Bugs = section below. --[[User:ShipIt|ShipIt]] ([[User talk:ShipIt|talk]]) 07:16, 28 July 2015 (CEST)<br />
*** "Occupy area to win mission."<br />
** {{open}} Status report window.<br />
*** As an overview for the player, I propose a gui element that can be opened (like inventory or soldier stats window). This should show a table which contains the '''targetname''', '''group''', '''team''' properties and current status (either "Occupied", "Open" or "Contested") for each mission target on the map. --[[User:ShipIt|ShipIt]] ([[User talk:ShipIt|talk]]) 09:36, 9 February 2017 (CET)<br />
**** There's more than one mission type, you know? So this might not be an easy task. --[[User:ShipIt|ShipIt]] ([[User talk:ShipIt|talk]]) 09:36, 9 February 2017 (CET)<br />
** {{open}} Depending on the type of the mission, a status needs to be determined. --[[User:ShipIt|ShipIt]] ([[User talk:ShipIt|talk]]) 09:52, 9 February 2017 (CET)<br />
*** status = triggered - "Occupied"<br />
*** status = blocked - "Blocked"<br />
*** status = untriggered and not blocked - "Open" (or maybe "Free"?)<br />
*** status = triggered and blocked - "Contested"<br />
<br />
== Current state ==<br />
<br />
* As given by DarkRain:<br />
** ... in theory there are the "bring object", "occupy area" and <strike>"destroy object"</strike> objectives available ...<br />
** The AI actually already takes misc_mission into account in its calculations.<br />
** All objectives must be accomplished to win the mission.<br />
*** This is not yet the desired behaviour. It should be enough to reach one of the given goals, unless they are grouped together. --[[User:ShipIt|ShipIt]] ([[User talk:ShipIt|talk]]) 11:56, 26 July 2015 (CEST)<br />
<br />
** The AI moves to the general area of a misc_mission — within a predefined radius of the entity, which, depending on the radius assigned to the misc_mission (if any), might not be close enough to activate the objective.<br />
** The AI doesn't know how to handle the 'bring object' type misc_mission at all.<br />
<br />
* Need to check each possible mission type to confirm current state.<br />
** {{open}} mission type "Occupy area to win mission." <br />
*** Mandatory keys set to default, team, message and targetname properties set. Item and target properties are not set.<br />
**** {{open}} Works as expected, but ignores the radius (only works if standing in the trigger spot).<br />
**** {{open}} Alien team <br />
***** Had a case where the alien stood next to the trigger, ending in an infine loop. Game was still responsible, can move camera around, open inventory and such. Could not reproduce this so far.<br />
***** Often the alien ends the turn standing next to the trigger and nothing happens (radius set to 3), finally alien ends at the spot in the trigger and the mission ends as intended.<br />
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== Known problems ==<br />
<br />
* The fact that the AI can only plan for their current turn, they will have all kinds of trouble trying to path to anything that is beyond their TU's.<br />
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* It was reported that winning a mission this way resulted in an overall loss in nation happyness. We need to look into this and make sure mission targets are a valid way to win a mission. --[[User:ShipIt|ShipIt]] ([[User talk:ShipIt|talk]]) 06:47, 9 February 2017 (CET)<br />
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== Bugs ==<br />
<br />
* In my testmap it works fine, but adding a civilian breaks it. --[[User:ShipIt|ShipIt]] ([[User talk:ShipIt|talk]]) 17:01, 27 July 2015 (CEST)<br />
** It actually works, but there's a catch: If anyone from any team other than the target team enters the area the turn counter is reset, I'm guessing the idea was that if so the area is considered contested instead of occupied, we could probably use an exception here for non hostiles --[[User:DarkRain|DarkRain]] ([[User talk:DarkRain|talk]]) 06:07, 29 July 2015 (CEST)<br />
*** Furthermore if someone from other team enters the area of a 'bring object' mission the counter will also be reset! Which might or might not make sense (I still consider it a bug), in any case we also need to add a message to the player that they have lost control of the area, instead of silently resetting the counter --[[User:DarkRain|DarkRain]] ([[User talk:DarkRain|talk]]) 06:29, 29 July 2015 (CEST)<br />
**** Resetting the counter might not make sense in case of a 'place bomb to destroy gate' kind of mission. But I think this will rarely happen in game, because the radius will be small and the player should usually control the area around the mission target. So I am not sure if it is worth the effort to find/do a better solution for this. About the messages - what happens if there is more than one mission target? The player will have a hard time to find out where he is in control and where not. --[[User:ShipIt|ShipIt]] ([[User talk:ShipIt|talk]]) 21:26, 30 July 2015 (CEST)<br />
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== Next step ==<br />
<br />
* We need to give the player more usefull information about what is going on.<br />
** {{open}} status report for mission type "occupy area"<br />
*** At beginning of the round, we give the status of each mission target.<br />
**** "Team '''team''' target '''targetname''' (of '''group''') is currently occupied/open/contested."<br />
**** "Team '''Alien''' target '''Firebird Dropship''' is currently contested."<br />
**** "Team '''Phalanx''' target '''Entrance''' of '''Alien base important locations''' is currently open."<br />
** {{open}} status update for mission type "occupy area"<br />
*** Whenever the status of a mission target changes, we inform the player.<br />
**** "Team '''team''' target '''targetname''' (of '''group''') changed status from [former status] to [new status]."<br />
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== Obsolete ==<br />
<br />
* Make the "occupy area" feature work for all teams. So, if a team reaches one of the given objectives, it wins the mission.<br />
** Provide some maps using this feature. This should aim for testing in the first place and maybe getting feedback. We can decide whether to keep them or not later on.<br />
*** Imo the best map for this is the baseattack map. Aliens should try to reach either the Power plant, Antimatter storage or Command centre and blow up the base. Players are forced to play those missions, so we get feedback? --[[User:ShipIt|ShipIt]] ([[User talk:ShipIt|talk]]) 11:06, 26 July 2015 (CEST)<br />
**** This is probably the best use we can make of misc_mission right now, giving the aliens some threatening objectives in base attacks is long overdue IMHO, and we'd get the much needed feedback on this feature, but of course this will need to deal with the AI pathing problem if we are to see any real effects here --[[User:DarkRain|DarkRain]] ([[User talk:DarkRain|talk]]) 04:58, 27 July 2015 (CEST)<br />
**** I added mission targets for team 7 to the Command centre, Power plant and Antimatter storage tiles of the base map. --[[User:ShipIt|ShipIt]] ([[User talk:ShipIt|talk]]) 07:33, 28 July 2015 (CEST)<br />
*** The alien base could be used for the player the other way around. Secure the Command centre and win. --[[User:ShipIt|ShipIt]] ([[User talk:ShipIt|talk]]) 12:03, 26 July 2015 (CEST)<br />
**** Yes, giving some variety to missions should be nice --[[User:DarkRain|DarkRain]] ([[User talk:DarkRain|talk]]) 04:58, 27 July 2015 (CEST)<br />
**** Unfortunately the alienbase has no Command centre. So I added mission targets for team 1 to the Power plant and Wormhole tiles of the base map. --[[User:ShipIt|ShipIt]] ([[User talk:ShipIt|talk]]) 07:33, 28 July 2015 (CEST)<br />
*** What about making the dropships a target for the aliens? --[[User:ShipIt|ShipIt]] ([[User talk:ShipIt|talk]]) 11:06, 26 July 2015 (CEST)<br />
**** This is an interesting idea, specially if we can make the AI pull a sneak attack on the dropship while the team is somewhere else, but that would require some further AI tweaking --[[User:DarkRain|DarkRain]] ([[User talk:DarkRain|talk]]) 04:58, 27 July 2015 (CEST)<br />
**** I added a mission target for team 7 to each Firebird dropship. --[[User:ShipIt|ShipIt]] ([[User talk:ShipIt|talk]]) 07:33, 28 July 2015 (CEST)<br />
*** I added a mission target for team 7 inside the building of fueldump. So aliens win if the player is too slow. --[[User:ShipIt|ShipIt]] ([[User talk:ShipIt|talk]]) 07:33, 28 July 2015 (CEST)<br />
*** I added a mission target for team 1 inside the main building of the Mansion map. So the player wins if he secures the area for some turns. --[[User:ShipIt|ShipIt]] ([[User talk:ShipIt|talk]]) 07:33, 28 July 2015 (CEST)<br />
<br />
<br />
** <strike>It does not work for aliens (team 7) at all.</strike><br />
*** First round of fixes is in, should work now for aliens too. --[[User:DarkRain|DarkRain]] ([[User talk:DarkRain|talk]]) 04:58, 27 July 2015 (CEST)<br />
* What is the misc_mission_alien good for at all? It does the same as misc_mission, doesn´t it? --[[User:ShipIt|ShipIt]] ([[User talk:ShipIt|talk]]) 11:06, 26 July 2015 (CEST)<br />
** In-game it actually spawns a misc_mission, but sets the team property to the alien team, sets the radius to 3 map tiles (96 units) and ignores all properties set with uforadiant (yes, '''every single one''' of them, even radius is always set to 96). --[[User:DarkRain|DarkRain]] ([[User talk:DarkRain|talk]]) 22:05, 26 July 2015 (CEST)<br />
*** After the first round of fixes the 'time' property should be recognized, still I'm not sure about having two entities that do nearly the same thing (you can create alien mission objectives with just misc_mission, and it is more flexible and less broken) --[[User:DarkRain|DarkRain]] ([[User talk:DarkRain|talk]]) 04:58, 27 July 2015 (CEST)<br />
**** I would rather have one thing that works as expected than having two that both do not. It is simply confusing and does not make any sense to me. --[[User:ShipIt|ShipIt]] ([[User talk:ShipIt|talk]]) 06:48, 27 July 2015 (CEST)<br />
***** Removed misc_mission_alien, we can concentrate on getting misc_mission to work instead --[[User:DarkRain|DarkRain]] ([[User talk:DarkRain|talk]]) 18:20, 30 July 2015 (CEST)<br />
** Destroy object' type misc_mission are mostly useless, since misc_mission aren't brush based they aren't tangible and can't be damaged by the player.<br />
*** I almost always think things like that (does not work, no intention to get it working) should be removed, simply to avoid confusion. --[[User:ShipIt|ShipIt]] ([[User talk:ShipIt|talk]]) 11:06, 26 July 2015 (CEST)<br />
**** Probably the best option for now, I can't think of a way to make this work without making it convoluted and counter-intuitive to map. --[[User:DarkRain|DarkRain]] ([[User talk:DarkRain|talk]]) 04:58, 27 July 2015 (CEST)<br />
**** Removed this kind of mission, if we really want a 'destroy object' mission we'll have to implement some func_breakable_mission or something like that --[[User:DarkRain|DarkRain]] ([[User talk:DarkRain|talk]]) 18:26, 30 July 2015 (CEST)</div>ShipIthttp://ufoai.org/w/index.php?title=Mapping/Entities/misc_mission&diff=42436Mapping/Entities/misc mission2017-02-09T07:30:44Z<p>ShipIt: /* Keys */ Update</p>
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<div>[[Image:Entities_settings.jpg|right|200px|thumb|Entity inspector]]<br />
[[Image:Misc_mission_attributes.png|right|200px|thumb|misc_mission attributes]]<br />
==General==<br />
* This defines a special mission target. The entity can spawn e.g. a particle (like smoke) to mark a landing zone that must be occupied to win the match.<br />
<br />
==Keys==<br />
* '''particle''': The particle to display.<br />
* '''item''': Item that must be placed here to trigger the target (e.g. a bomb that will blast the target entity, valid bombs are e.g. bomb1 and bomb2).<br />
*'''group:''' Allows you to group mission entities - e.g. you have to occupy them all for x rounds to win the match.<br />
* '''target''': The target that is triggered once the round time was hit - target trigger must have targetname set.<br />
*'''message:''' A message that is shown when the mission is completed.<br />
* '''targetname''': The name of this mission target.<br />
*'''desc:''' The description of this mission target.<br />
*'''origin:''' The position of this mission target.<br />
*'''spawnflags:''' Level flags<br />
* '''radius''': If the entity has to be occupied this defines the radius that is needed. The value is given in world units. This means that one grid tile is 32 units.<br />
* '''team''': The id of the team this mission is for (1 = Phalanx, 7 = Aliens, 1-6 multiplayer teams)<br />
* '''time''': If set the entity has to be occupied x rounds to win the mission. In case of a bomb target this is the amount of rounds the bomb has to be laid down.<br />
<br />
==Links==<br />
* [[Mapping/Entities|Entities]]<br />
<br />
[[Category:Contribute]]<br />
[[Category:Mapping]]<br />
[[Category:Entity]]</div>ShipIthttp://ufoai.org/w/index.php?title=File:Eaglenest_map_2.6_1.jpg&diff=42308File:Eaglenest map 2.6 1.jpg2015-10-07T05:30:52Z<p>ShipIt: description added</p>
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<div>{{Screenshot description<br />
|description=eaglenest map in 2.6-dev<br />
|map=+forest<br />
|version=2.6-dev<br />
}}<br />
[[Category:Screenshots from UFO:AI]]</div>ShipIthttp://ufoai.org/w/index.php?title=Template:Random_screenshot&diff=42306Template:Random screenshot2015-10-07T04:52:36Z<p>ShipIt: </p>
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<div>{{#switch:{{rand|5}}<br />
|0=[[File:Geoscape and Sun.jpg|center|200px|Geoscape and Sun in 2.3-dev version.]]Geoscape and Sun in 2.3-dev version.<br />
|1=[[File:Village_revamp2.jpg|center|200px|+village2 in 2.5 version.]]+village2 in 2.5 version.<br />
|2=[[File:Nation Overlay.jpg|center|200px|Geoscape showing nation overlay in 2.3-dev version.]]Geoscape showing nation overlay in 2.3-dev version.<br />
|3=[[File:Ui2_market.jpg|center|200px|Market UI in 2.6-dev.]]Market UI in 2.6-dev.<br />
|4=[[File:Military convoy 2.6 2.png|center|200px|Military convoy map in 2.6-dev.]]Military convoy map in 2.6-dev.<br />
}}</div>ShipIthttp://ufoai.org/w/index.php?title=File:Forest_map_2.6_1.png&diff=42305File:Forest map 2.6 1.png2015-10-07T04:44:36Z<p>ShipIt: </p>
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<div>{{Screenshot description<br />
|description=+forest map theme in 2.6-dev<br />
|map=+forest<br />
|version=2.6-dev<br />
}}<br />
[[Category:Screenshots from UFO:AI]]</div>ShipIthttp://ufoai.org/w/index.php?title=File:Military_convoy_2.6_1.png&diff=42304File:Military convoy 2.6 1.png2015-10-07T04:44:22Z<p>ShipIt: </p>
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<div>{{Screenshot description<br />
|description=military convoy map in 2.6-dev<br />
|map=+forest<br />
|version=2.6-dev<br />
}}<br />
[[Category:Screenshots from UFO:AI]]</div>ShipIthttp://ufoai.org/w/index.php?title=File:Military_convoy_2.6_2.png&diff=42303File:Military convoy 2.6 2.png2015-10-07T04:44:05Z<p>ShipIt: </p>
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<div>{{Screenshot description<br />
|description=military convoy map in 2.6-dev<br />
|map=+forest<br />
|version=2.6-dev<br />
}}<br />
[[Category:Screenshots from UFO:AI]]</div>ShipIthttp://ufoai.org/w/index.php?title=Talk:TODO/Map_Revision&diff=42260Talk:TODO/Map Revision2015-07-28T16:24:44Z<p>ShipIt: /* Existing Map List */ update due to removing the oriental_mosque map</p>
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<div>== Getting Started ==<br />
I propose that we do two things to get started. First, let's try and brainstorm the various problems that we'd like to solve with this map revision and form a list. Second, let's list all of our map themes and maps, along with which problems need to be solved in each of these maps and whether or not these maps should be rolled into another theme.<br />
<br />
Eventually, I'd like to us to come up with a "target list" -- a list of which map themes we want to consolidate into, which maps should stay independent and static, etc, which we can turn into a TODO on the Page (not Talk) section of this page.<br />
<br />
== Map Problems ==<br />
<br />
* '''Exposed insertion''': The player is forced to throw smoke to provide cover right at the start of the mission and in some cases never reaches cover before killing all the aliens. This leads to repetitive missions even if the map is different.<br />
** I know this will be controversial, but I think the Raptor needs to be scrapped or redesigned. We need dropship tiles to be as small as possible (2x1, IMHO). Otherwise, the player spends half the battle fighting on the same tile. With +village2 I will simply not show the Raptor in the dropship tile because it would ruin everything about the RMA. I can work on an alternative, but I'm not a great modeller. --[[User:H-Hour|H-Hour]] ([[User talk:H-Hour|talk]]) 16:33, 4 September 2013 (CEST)<br />
*** I agree with the Raptor needing a redesign/replacement. But I am against using 2x1 tiles for the Dropships. This will result in actors beeing unable to walk around the dropship very often, not to speak of 2x2 units. --[[User:ShipIt|ShipIt]] ([[User talk:ShipIt|talk]]) 17:58, 4 September 2013 (CEST)<br />
**** Hmm, I'm not sure that's true. In almost all cases, regular RMA tiles include at least a 1-grid perimeter that is walkable (partly to account for shadows), so adjacent tiles will almost always allow players to walk around the dropship. However, even the Firebird does not quite fit onto 2 tiles wide, creating a shadow cut-off effect. I thought about this some and decided to play around with the model scale. I was able to come up with the following scales which I think can fit the necessary spawn points, but also allow a 1 grid perimeter around the dropship -- all on a 2x1 tile. [[:File:dropship_scale.jpg]] What do you think about this? Obviously, not every tile has to be 2x1, and I suspect we'll maintain 3-4 shared dropship tiles at the end of the day (street version, no-street version, maybe an RMA can't easily accomodate a 2x1 tile, etc). --[[User:H-Hour|H-Hour]] ([[User talk:H-Hour|talk]]) 00:28, 5 September 2013 (CEST)<br />
* '''No cover in map''': There needs to be enough cover not just to hide behind, but also to be able to move from cover-to-cover in a single turn.<br />
** Of course, some places, like a Desert, make sense to be open. We just need to make these the exception rather than the rule. --[[User:H-Hour|H-Hour]] ([[User talk:H-Hour|talk]]) 16:33, 4 September 2013 (CEST)<br />
** I vote for having a good mixture. There should be maps with lots of cover for close quarter combat (+oriental), maps with lots of open battlefield (+farm, +desert) and some in between. Without this, the maps will look different, but play the same. --[[User:ShipIt|ShipIt]] ([[User talk:ShipIt|talk]]) 18:08, 4 September 2013 (CEST)<br />
*** I agree, but I would like the balance to lean towards more tactical density. Even in a very dense map, like +oriental, all weapons have their uses (even snipers). However, very open maps have only one useful tactic (sniping). I think we probably agree on this, I just want to emphasise that both extremes (open +desert or super-tight bunker) should be exceptions rather than the norm. I'd like most of them to be somewhere in the middle, and ideally all maps should mix tactical density scales within them (long streets and the 4x4 park in +village2, for instance, provide big open lines broken up by dense structures).<br />
* '''Bad assemblies''': Some maps assemble in a way that makes no sense or, worse, leaves lots of big open spaces in the map.<br />
** IMHO, we should look carefully at each RMA theme and determine whether the algorithm is able to build good assemblies or whether a large number of fixed assemblies is a better strategy. Random assemblies in which lots of similar tiles can match up with each other easily (+oriental, +forest) work fine. But as soon as streets or any kind of overall design comes into play, it just doesn't work and we end up with lots of filler tiles to get them to build. --[[User:H-Hour|H-Hour]] ([[User talk:H-Hour|talk]]) 16:33, 4 September 2013 (CEST)<br />
* '''Inefficient Texture Usage''': Many tiles will use 10 slight variations of the same basic concrete texture in a single RMA.<br />
** Although it's not a priority with this revision, we should try to streamline this where it is spotted and easily fixed. It will improve map loading times. --[[User:H-Hour|H-Hour]] ([[User talk:H-Hour|talk]]) 16:33, 4 September 2013 (CEST)<br />
* '''Static Assets''': Some of our static maps are little more than a building or asset which ought to be incorporated into an existing tileset.<br />
** Beside from some special maps, all static and semiRMA maps schould be moved into an appropriate map theme. --[[User:ShipIt|ShipIt]] ([[User talk:ShipIt|talk]]) 10:12, 5 September 2013 (CEST)<br />
*** Agreed. --[[User:H-Hour|H-Hour]] ([[User talk:H-Hour|talk]]) 10:22, 5 September 2013 (CEST)<br />
* '''Map Selection''': Though not a problem of the maps, its still something thats needs to be improved. Crawling through the Mansion map fighting three aliens is a pain, as is fighting hordes of aliens on a small map. --[[User:ShipIt|ShipIt]] ([[User talk:ShipIt|talk]]) 11:04, 5 September 2013 (CEST)<br />
** Agreed. Let's bother mattn during 2.6 dev until he gives up and [[Proposals/Temporary_Options_for_Large_Alien_Teams_on_Small_Maps|does what we want]]. --[[User:H-Hour|H-Hour]] ([[User talk:H-Hour|talk]]) 11:11, 5 September 2013 (CEST)<br />
<br />
== Terrain/Culture/Population Distribution ==<br />
Should we think about what kind of RMAs we need? Although urban and suburban maps are more interesting, the bulk of the game involves players shooting down UFOs, which means players typically play a lot more rural maps. I did some analysis of this a while ago. I'll see if I can dig out my results, but maybe we should think of what RMAs can be our workhorses for common terrain, culture or populations. --[[User:H-Hour|H-Hour]] ([[User talk:H-Hour|talk]]) 13:21, 13 September 2013 (CEST)<br />
<br />
== Existing Map List ==<br />
* {{open}} +africa<br />
* {{done}} +alienb<br />
** special<br />
* {{done}} +b<br />
** special<br />
* {{open}} +beach<br />
* {{done}} +bomber_city<br />
** already moved to +urban<br />
* {{open}} +bridge<br />
** I think the player spawn points need to be moved closer to the building or something. Most of the gameplay plays out right around the house. It's not bad for a semi-static build (ie - just the dropship tiles changing). I'm not sure how we could extend it though, as the UFO tiles are very large. --[[User:H-Hour|H-Hour]] ([[User talk:H-Hour|talk]]) 16:46, 4 September 2013 (CEST)<br />
* {{open}} +cemetery<br />
** Maybe a piece or two from this might be usable elsewhere. Beside that, this is not worth keeping it imo. --[[User:ShipIt|ShipIt]] ([[User talk:ShipIt|talk]]) 10:50, 5 September 2013 (CEST)<br />
*** I will take a closer look. Maybe some of the assets can form a cemetary in +village2. But if memory serves, I agree it can probably be scrapped. --[[User:H-Hour|H-Hour]] ([[User talk:H-Hour|talk]]) 10:58, 5 September 2013 (CEST)<br />
* {{open}} +city<br />
* {{done}} +city_disco<br />
** already moved to +urban<br />
* {{open}} +city2<br />
** remains static, I'd think. --[[User:H-Hour|H-Hour]] ([[User talk:H-Hour|talk]]) 10:47, 5 September 2013 (CEST)<br />
* {{done}} +city3<br />
** remains as-is<br />
* {{done}} +clinic<br />
** This should be integrated into +urban, which is somewhat hard to do because of the underground level. But the +tower map is a similiar one, so maybe thats the way to go? --[[User:ShipIt|ShipIt]] ([[User talk:ShipIt|talk]]) 10:20, 23 December 2013 (CET)<br />
** moved to +urban --[[User:ShipIt|ShipIt]] ([[User talk:ShipIt|talk]]) 22:01, 6 August 2014 (CEST)<br />
* {{done}} +community_centre<br />
** already moved to +urban<br />
* {{open}} +construction<br />
** apartment building could probably go to +village2 or a future urban RMA.<br />
** building under construction could go to +industrial, a future urban RMA, or even +village2. Maybe it could even be a shared tile, used in a few different RMAs? --[[User:H-Hour|H-Hour]] ([[User talk:H-Hour|talk]]) 10:47, 5 September 2013 (CEST)<br />
* {{open}} +country<br />
** The map uses the same buildings as the farm map. There are some rocks and road tiles. It had an assembly with a landed Scout/Fighter in 2.4, so it could be labeled "unused". In 2.5 I used the map to toy around with the Shared-Map-Tiles feature. I think, if we can get the texture replacement, we can safely dismiss this map. --[[User:ShipIt|ShipIt]] ([[User talk:ShipIt|talk]]) 14:06, 26 September 2013 (CEST) <br />
* {{open}} +desert<br />
* {{open}} +druglord<br />
** I think this can already be assembled fom the tiles of the +tropic map theme. --[[User:ShipIt|ShipIt]] ([[User talk:ShipIt|talk]]) 22:01, 6 August 2014 (CEST)<br />
*** Sounds good. Do any changes need to be made for +tropic or can we just remove this? --[[User:H-Hour|H-Hour]] ([[User talk:H-Hour|talk]]) 15:11, 17 August 2014 (CEST)<br />
* {{done}} +eaglenest<br />
** Will go into +forest. --21:21, 4 February 2015 (CET)~~<br />
** Moved to +forest map theme. --[[User:ShipIt|ShipIt]] ([[User talk:ShipIt|talk]]) 07:01, 28 July 2015 (CEST)<br />
* {{open}} +farm<br />
* {{open}} +farm2<br />
** The farm maps are great, but the assemblies are always terrible. I think with a few more assets and more consideration of the assembly (either fixed, or figure out better random builds) it could be very good. --[[User:H-Hour|H-Hour]] ([[User talk:H-Hour|talk]]) 16:46, 4 September 2013 (CEST)<br />
*** Possibly, we can trick RMA to make some more logical layouts. Or even code weights for preferred tile-to-tile combnations, like house to house, field to field, etc. [[User:Sandro|Sandro]] ([[User talk:Sandro|talk]]) 11:03, 23 December 2013 (CET)<br />
* {{done}} +forest<br />
** This tileset could be improved significantly by using fewer, but larger tiles, on which we could tailor the look of the forest a bit more. Maybe minimum 2x2, but it could even use mostly 4x4 tiles. The trees and foliage at the moment are too evenly-spaced, which I think is forced by the very small tile size (only a little space in the center of a tile for trees). They need to be clumped together more, and we could play with Sandro's new foliage feature to improve the look and feel. --[[User:H-Hour|H-Hour]] ([[User talk:H-Hour|talk]]) 10:34, 5 September 2013 (CEST)<br />
** I rebuilt this from scratch. --[[User:ShipIt|ShipIt]] ([[User talk:ShipIt|talk]]) 07:01, 28 July 2015 (CEST)<br />
* {{open}} +frozen<br />
* {{open}} +gasstation<br />
* Should be integrated into +desert. --[[User:ShipIt|ShipIt]] ([[User talk:ShipIt|talk]]) 21:21, 4 February 2015 (CET)<br />
* {{open}} +harbour2<br />
* {{open}} +hills<br />
** I'm planning to incorporate these buildings into +village2. --[[User:H-Hour|H-Hour]] ([[User talk:H-Hour|talk]]) 16:46, 4 September 2013 (CEST)<br />
* {{open}} +ice<br />
* {{open}} +industrial<br />
** Right now, this is the new "+ufocrash" map. The theme is very versatile, it can be used for almost all locations. --[[User:ShipIt|ShipIt]] ([[User talk:ShipIt|talk]]) 18:19, 4 September 2013 (CEST)<br />
*** Cool, this is a very promising theme, I think. Every time I play it, I end up with just a bit too much open space, so I never really have to get into the buildings much -- just find a bit of cover and snipe any movement. This is especially true around the UFOs. Maybe we can tighten the tiles up a bit, improve the areas around UFOs, and produce slightly better assemblies. It could also use more buildings to diversify builds. But I definitely see this as a workhorse theme. --[[User:H-Hour|H-Hour]] ([[User talk:H-Hour|talk]]) 00:37, 5 September 2013 (CEST)<br />
* {{open}} +italy<br />
* {{open}} +japan<br />
** I can see this theme being similar to +village (suburban homes in an east asian style -- more wood, etc). Perhaps the assemblies could be low houses broken up by tall apartment buildings for good vantage points. It would distinguish the gameplay from +village a bit. --[[User:H-Hour|H-Hour]] ([[User talk:H-Hour|talk]]) 11:03, 16 September 2013 (CEST)<br />
* {{done}} +laboratory<br />
** already moved to +urban<br />
* {{open}} +mansion<br />
* {{open}} +mansion1<br />
* {{done}} +mart<br />
** already moved to +urban<br />
* {{open}} +military_convoy<br />
** I think we can integrate this into +forest. --[[User:ShipIt|ShipIt]] ([[User talk:ShipIt|talk]]) 07:01, 28 July 2015 (CEST)<br />
* {{open}} +oriental<br />
* {{done}} +oriental_mosque<br />
** Should probably just be a part of +oriental. --[[User:H-Hour|H-Hour]] ([[User talk:H-Hour|talk]]) 10:47, 5 September 2013 (CEST)<br />
** Every single asset of this map was already taken to +oriental. I removed this and rebuilt a similar map as an assembly in +oriental. --[[User:ShipIt|ShipIt]] ([[User talk:ShipIt|talk]]) 18:24, 28 July 2015 (CEST)<br />
* {{open}} +rescue<br />
* {{done}} +scout_crash<br />
** Assets should be incorporated into +village2, then map should be removed. --[[User:H-Hour|H-Hour]] ([[User talk:H-Hour|talk]]) 10:47, 5 September 2013 (CEST)<br />
** Moved to +village. --[[User:ShipIt|ShipIt]] ([[User talk:ShipIt|talk]]) 07:01, 28 July 2015 (CEST)<br />
* {{done}} +shared<br />
** special<br />
* {{open}} +shelter<br />
** Keep as is? --[[User:ShipIt|ShipIt]] ([[User talk:ShipIt|talk]]) 07:01, 28 July 2015 (CEST)<br />
* {{open}} +solarplant<br />
* {{done}} +spedition<br />
** moved to +industrial --[[User:ShipIt|ShipIt]] ([[User talk:ShipIt|talk]]) 21:21, 4 February 2015 (CET)<br />
* {{done}} +stadium<br />
** already moved to +urban<br />
* {{done}} +tower<br />
** already moved to +urban --[[User:ShipIt|ShipIt]] ([[User talk:ShipIt|talk]]) 22:01, 6 August 2014 (CEST)<br />
* {{open}} +transport<br />
** I moved the Warehouses to +industrial. The office building just doesn´t fit there. Need to find a new home for this one, too. --[[User:ShipIt|ShipIt]] ([[User talk:ShipIt|talk]]) 22:01, 6 August 2014 (CEST)<br />
*** Cool, can the office building go into +urban or is it not really worth it? --[[User:H-Hour|H-Hour]] ([[User talk:H-Hour|talk]]) 15:11, 17 August 2014 (CEST)<br />
* {{open}} +tropic<br />
* {{open}} +ufocrash<br />
** special<br />
* {{open}} +urban<br />
** When I started this, it was only meant to be a collection of otherwise stand alone/semiRMA maps. --[[User:ShipIt|ShipIt]] ([[User talk:ShipIt|talk]]) 09:57, 5 September 2013 (CEST)<br />
*** Ahh ok. Yeah that's not a bad idea. Maybe farther down the road we can look at whether or not some of the assets can be flexible enough to be put together into large RMAs. I could foresee this beeing a good few-but-large-tiles RMA. Like putting two 4x4 tiles together and a dropship in the middle. If we have 4-5 of these tiles, it would provide some random replayability. --[[User:H-Hour|H-Hour]] ([[User talk:H-Hour|talk]]) 10:29, 5 September 2013 (CEST)<br />
* {{open}} +village<br />
** There are just a few assets that I have not ported over to +village2 (garages, a rock). The garages and rock should be backed up somewhere (perhaps prefabs?), because they could be useful. But then this RMA can be removed once +village2 has several assemblies. --[[User:H-Hour|H-Hour]] ([[User talk:H-Hour|talk]]) 10:57, 5 September 2013 (CEST)<br />
* {{open}} +village2<br />
* {{open}} bunker<br />
* {{done}} city_industry<br />
** This can probably be merged into an improved +industrial theme. --[[User:H-Hour|H-Hour]] ([[User talk:H-Hour|talk]]) 10:47, 5 September 2013 (CEST)<br />
** moved to +industrial --[[User:ShipIt|ShipIt]] ([[User talk:ShipIt|talk]]) 21:21, 4 February 2015 (CET)<br />
* {{open}} city_train<br />
** I've taken one of the houses already for +village2. The other doesn't look like it will port well (assumes a raised ground behind). I'll bet the train could be used somehow, though. --[[User:H-Hour|H-Hour]] ([[User talk:H-Hour|talk]]) 16:46, 4 September 2013 (CEST)<br />
* {{open}} corrupter_crash<br />
* {{open}} dam<br />
* {{done}} england<br />
** This is a cool map, but the player start position is a real pain. Never get out of the bowl. --[[User:H-Hour|H-Hour]] ([[User talk:H-Hour|talk]]) 16:46, 4 September 2013 (CEST)<br />
** Moved to +village. --[[User:ShipIt|ShipIt]] ([[User talk:ShipIt|talk]]) 16:02, 16 December 2014 (CET)<br />
* {{done}} estate<br />
** already moved to +urban --[[User:ShipIt|ShipIt]] ([[User talk:ShipIt|talk]]) 22:01, 6 August 2014 (CEST)<br />
* {{open}} excavation<br />
** Could be moved to +desert. --[[User:ShipIt|ShipIt]] ([[User talk:ShipIt|talk]]) 21:21, 4 February 2015 (CET)<br />
* {{open}} ferry<br />
** Coudl be part of one of the harbour maps. --[[User:ShipIt|ShipIt]] ([[User talk:ShipIt|talk]]) 21:21, 4 February 2015 (CET)<br />
* {{open}} fighter_crash<br />
** I have an idea for a semi-static RMA for this, similar to what I did with +bridge. The map has lots of good cover and interesting terrain, but the player starts in a horrible position. I will maybe try and make it so the player can start on any side of the map and maybe has a better chance to get into the heart of it (or better cover on the edges) to improve the gameplay. --[[User:H-Hour|H-Hour]] ([[User talk:H-Hour|talk]]) 16:50, 4 September 2013 (CEST)<br />
* {{done}} gate<br />
** I could imagine this as a part of +forest. --[[User:ShipIt|ShipIt]] ([[User talk:ShipIt|talk]])21:21, 4 February 2015 (CET)<br />
** Moved to +forest map theme. --[[User:ShipIt|ShipIt]] ([[User talk:ShipIt|talk]]) 09:57, 15 March 2015 (CET)<br />
* {{open}} harbour<br />
* {{open}} mine<br />
* {{open}} neighbourhood<br />
** Scope for an up-scale neighborhood RMA? --[[User:H-Hour|H-Hour]] ([[User talk:H-Hour|talk]]) 16:46, 4 September 2013 (CEST)<br />
* {{open}} office<br />
* {{open}} oriental<br />
** Assets should be checked to ensure they're already in +oriental, then this can be removed. --[[User:H-Hour|H-Hour]] ([[User talk:H-Hour|talk]]) 10:47, 5 September 2013 (CEST)<br />
* {{open}} pipes_const<br />
* {{open}} resort<br />
** My best idea was to integrate this into the +tropic theme. But this requires a lot of work. --[[User:ShipIt|ShipIt]] ([[User talk:ShipIt|talk]]) 22:01, 6 August 2014 (CEST)<br />
*** I like that idea. --[[User:H-Hour|H-Hour]] ([[User talk:H-Hour|talk]]) 15:11, 17 August 2014 (CEST)<br />
* {{open}} rivertown<br />
* {{done}} small_house<br />
** Moved to +forest map theme. --[[User:ShipIt|ShipIt]] ([[User talk:ShipIt|talk]]) 09:57, 15 March 2015 (CET)<br />
** Added to +village2 already, just needs to be removed. --[[User:H-Hour|H-Hour]] ([[User talk:H-Hour|talk]]) 10:36, 5 September 2013 (CEST)<br />
* {{done}} small_street<br />
** Nice assets, but the buildings are connected in one long row, so it will be hard to integrate with other RMAs. Maybe we can convert it to be a special fixed assembly within the +village2 tileset? --[[User:H-Hour|H-Hour]] ([[User talk:H-Hour|talk]]) 16:46, 4 September 2013 (CEST)<br />
*** Could make a quite good tileset by itself. Just cut it, add 90 degrees rotated versions of tiles, T and cross junctions -- and you will have a nice suburb map tileset.<br />
** moved to +village --[[User:ShipIt|ShipIt]] ([[User talk:ShipIt|talk]]) 22:01, 6 August 2014 (CEST)<br />
* {{open}} subway<br />
* {{done}} training_a<br />
** mp-only<br />
* {{done}} training_b<br />
** mp-only<br />
* {{open}} village<br />
** I've taken the house from it for +village2, the other assets are already part of +village (and +village2), except for the apartment building. I'm not sure how well it fits, to be honest. Maybe it can just be scrapped. --[[User:H-Hour|H-Hour]] ([[User talk:H-Hour|talk]]) 16:46, 4 September 2013 (CEST)<br />
* {{open}} wilderness<br />
<br />
== Target Map List ==<br />
===Super RMAs===<br />
RMA themes which accommodate lots of tiles, all UFOs, etc. Let's decide on which ones we want to target to be our heavy lifters.<br />
<br />
===RMAs===<br />
RMA themes with significant randomness and tiles.<br />
* +forest<br />
* +frozen<br />
* +industrial<br />
* +oriental<br />
* +tropic<br />
** One idea I had was to incorporate +beach and the resort map into this theme. But this would require to raise the ground up to level 3 at least. --[[User:ShipIt|ShipIt]] ([[User talk:ShipIt|talk]]) 14:14, 26 September 2013 (CEST)<br />
* +village2<br />
** {{open}} Add a few more buildings<br />
** {{open}} Add all dropship tiles<br />
** {{open}} Add all UFOs, landed and crashed<br />
** {{open}} Create assemblies<br />
<br />
===Semi-static RMAs===<br />
RMA themes which can support multiple dropships but may not have other randomness (+bridge?).<br />
* +urban<br />
** {{open}} Collect all static maps into a +urban tile<br />
<br />
===Static Maps===<br />
Which static maps should stick around because they're really good and can't be integrated well into an RMA? (Bunker, Shelter)<br />
* +city2<br />
* +shelter<br />
* bunker<br />
** {{open}} Extend to support four insertion areas. [[:File:bunker_spawn.jpg]]<br />
* subway</div>ShipIthttp://ufoai.org/w/index.php?title=Proposals/Temporary_Options_for_Large_Alien_Teams_on_Small_Maps&diff=42230Proposals/Temporary Options for Large Alien Teams on Small Maps2015-03-15T08:51:41Z<p>ShipIt: /* The organised solution */</p>
<hr />
<div>Currently there is a problem from the middle to the late game with large alien teams appearing on small maps. This is extremely difficult and forces the player to over-rely on exploits like hiding in smoke, etc. At the moment the game does not choose a map appropriate for alien team size, so it is quite frequent in the late-game to get small maps with large teams.<br />
<br />
Map definitions have a maxaliens parameter, but this is used for campaign, skirmish and multiplayer. Because of this, I long ago set the maxaliens parameter very high for all maps, so that players can try out a skirmish with tons of aliens (in skirmish I only need one survivor to win, after all, but in the campaign I need a better survival rate!).<br />
<br />
This causes some problems when trying to use this to balance campaign missions. I can think of two solutions to this for 2.5, which do not require adding in size-criteria to the map selection code (which has its own problems regarding map variety). Both involve limiting alien team size based on the map, which means it will be possible to face large UFOs with few aliens, which is not ideal. But to address this properly without reverting back to too much map repetition, we need to assess our map collection and consider a more long-term solution.<br />
<br />
== The easy solution ==<br />
We just preference the campaign over skirmish, and revise the maxaliens parameter to be appropriate for campaign balance. Skirmish now has an "Alien Rush" mode the user can select to spawn infinite enemies, and the campaign is the core of the game anyway. But Skirmish and Coop players will face low arbitrary limits on alien team size.<br />
<br />
== The organised solution ==<br />
We can use the map parameters to set up separate map definitions for campaign, skirmish and multiplayer maps, and split them into separate files (maps_campaign, maps_skirmish, maps_multiplayer). This will allow us to have specific control for each gametype, which fits the more long-term goal to develop the gametypes separately. But doing a large restructuring of the map files this close to 2.5's release would risk introducing errors that could stop maps from spawning properly in the campaign. And it would be more script files to maintain over time.<br />
<br />
Duplicating the scripts is certainly a no-go. But what about maxaliens_campaign, maxaliens_skirmish and maxaliens_multiplayer params ? --[[User:Duke|Duke]] 21:05, 4 March 2013 (SAST)<br />
* If I recall, mattn didn't really want the gametypes involved like this, but of course we already have parameters for whether a map is available for campaign/skirmish/multiplayer. --[[User:H-hour|H-hour]] 22:43, 4 March 2013 (SAST)<br />
* Not to be too pedantic, but the scripts wouldn't actually be "duplicated". We'd just have separate entries for different gametypes (we already do the same thing for different assemblies, multiplayer-specific maps or skirmish-only maps, we just throw them all into one file). --[[User:H-hour|H-hour]] 22:43, 4 March 2013 (SAST)<br />
** Even if the # of script files would be constant, they would be 3 times as long, right ? ==> no go. --[[User:Duke|Duke]] 23:24, 4 March 2013 (SAST)<br />
* If we use the ids from gamemodes.ufo like e.g. maxaliens for all gametypes, maxaliens_multiplayer for well... multiplayer and so on, I would be fine with it. We can also override it with a gametype block e.g.<br />
mapdef africa_large<br />
{<br />
map "+africa"<br />
param "large"<br />
description "_African Village"<br />
multiplayer true<br />
teams 2<br />
gametypes (<br />
fight1on1<br />
fight2on2<br />
coop2<br />
coop3<br />
coop4<br />
)<br />
maxaliens 30<br />
'''skirmish {'''<br />
'''maxaliens 10'''<br />
'''description "_Some descriptive text"'''<br />
'''}'''<br />
<br />
civilianteam africa<br />
<br />
aircraft<br />
(<br />
craft_drop_firebird<br />
craft_drop_herakles<br />
craft_drop_raptor<br />
)<br />
<br />
ufos<br />
(<br />
craft_ufo_bomber<br />
craft_crash_bomber<br />
craft_ufo_corrupter<br />
)<br />
<br />
terrains<br />
(--[[User:H-hour|H-hour]] 14:14, 5 March 2013 (SAST)<br />
"grass"<br />
"tropical"<br />
"desert"<br />
"mountain"<br />
)<br />
<br />
cultures<br />
(<br />
"african"<br />
)<br />
<br />
populations<br />
(<br />
"village"<br />
"suburban"<br />
"urban"<br />
)<br />
}<br />
** the problem here is, that it would not be possible to add a mod with a new gametype because one would have to override all the mapdefs, too. Specifying this in a block independent from the mapdef would maybe be better and more modable. --[[User:Mattn|Mattn]] 12:53, 5 March 2013 (SAST)<br />
*** We could keep the existing maxaliens parameter in the mapdef as the kind of default, upper-limit for a map. Then have a separate block where we store max aliens for campaign (we wouldn't need it for mp/skirmish) and eventually we could even put terrain/culture/population data there, for instance. --[[User:H-hour|H-hour]] 14:14, 5 March 2013 (SAST)<br />
<br />
* Imo we can treat the 'maxaliens' parameter as campaign-only. In skirmish (and mp?), the user can always change the number of aliens. But, when selecting the map, we dont know the size of the alien team yet, no? --[[User:ShipIt|ShipIt]] ([[User talk:ShipIt|talk]]) 09:51, 15 March 2015 (CET)<br />
<br />
<br />
[[Category:Proposals]]</div>ShipIthttp://ufoai.org/w/index.php?title=Mapping/List_of_Maps&diff=42225Mapping/List of Maps2015-03-02T07:45:02Z<p>ShipIt: /* Pivot table */ removed obsolete entries</p>
<hr />
<div>'''''Work in progress.'''''<br />
<br />
Page is being updated for version 2.3, be patient :-)<br />
<br />
== How missions work ==<br />
The key to understanding how maps work in the campaign is to look to {{repository|base/ufos/maps.ufo|maps.ufo}} file. The file defines the maps which will be used in missions with given parameters such as maximum amount of aliens or ability to play the map in multiplayer. It also allows to define terrain, culture, population, ufo or dropship parameters. Those will be used to select a map during the game given the mission parameters.<br />
<br />
There are two different types of maps, static and [[Mapping/Random map assembly|random]]. Also some maps are marked as RMA, but contain only 2 types of tiles, dropship and rest of the map.<br />
<br />
== UFO and dropships tiles ==<br />
Random maps should contain as much ufo tiles as it possible, and all tiles for dropships. Current state of this work listed here: [[TODO/Mapping/Crafts Tiles]].<br />
<br />
== Pivot table ==<br />
<br />
<br />
{| class="todolist maps"<br />
! Map<br />
! colspan="6" | [[Mapping/Terrain_Types#Terrain types|Terrain]]<br />
| style="background:#FFF;"|<br />
! colspan="4" | [[Mapping/Terrain_Types#Culture types|Culture]]<br />
| style="background:#FFF;"|<br />
! colspan="5" | [[Mapping/Terrain_Types#Population types|Population]]<br />
! Comment<br />
|-<br />
! colspan="19" style="text-align:center; text-indent: -10em;" | Random maps<br />
|-<br />
| [[TODO/Mapping/Crafts Tiles#+africa|+africa]]<br />
{{Row/Terrain | grass=1 | tropical=1 | desert=1 | mountain=1 }}<br />
| style="background:#FFF;"|<br />
{{Row/Culture | african=1 }}<br />
| style="background:#FFF;"|<br />
{{Row/Population | village=1 | suburban=1 | urban=1 | nopopulation=1 }}<br />
|<br />
|-<br />
| [[TODO/Mapping/Crafts Tiles#+beach|+beach]]<br />
{{Row/Terrain | desert=1 | tropical=1 | coast=1 }}<br />
| style="background:#FFF;"|<br />
{{Row/Culture | any=1 }}<br />
| style="background:#FFF;"|<br />
{{Row/Population | nopopulation=1 }}<br />
| <br />
|-<br />
| [[TODO/Mapping/Crafts Tiles#+bridge|+bridge]]<br />
{{Row/Terrain | desert=1 | mountain=1 }}<br />
| style="background:#FFF;"|<br />
{{Row/Culture | any=1 }}<br />
| style="background:#FFF;"|<br />
{{Row/Population | rural=1 | nopopulation=1 }}<br />
| <br />
|-<br />
| [[TODO/Mapping/Crafts Tiles#+cemetery|+cemetery]]<br />
{{Row/Terrain | grass=1 | mountain=1 }}<br />
| style="background:#FFF;"|<br />
{{Row/Culture | any=1 }}<br />
| style="background:#FFF;"|<br />
{{Row/Population | village=1 | suburban=1 | urban=1 }}<br />
| <br />
|-<br />
| [[TODO/Mapping/Crafts Tiles#+country|+country]]<br />
{{Row/Terrain | desert=1 | mountain=1 }}<br />
| style="background:#FFF;"|<br />
{{Row/Culture | western=1 }}<br />
| style="background:#FFF;"|<br />
{{Row/Population | village=1 | rural=1 | nopopulation=1 }}<br />
| Very old and bad-looking map, may be we should recreate it from scratch.<br />
|-<br />
| [[TODO/Mapping/Crafts Tiles#+desert|+desert]]<br />
{{Row/Terrain | desert=1 }}<br />
| style="background:#FFF;"|<br />
{{Row/Culture | any=1 }}<br />
| style="background:#FFF;"|<br />
{{Row/Population | rural=1 | nopopulation=1 }}<br />
| not real RMA yet<br />
|-<br />
| [[TODO/Mapping/Crafts Tiles#+farm|+farm]]<br />
{{Row/Terrain | grass=1 }}<br />
| style="background:#FFF;"|<br />
{{Row/Culture | any=1 }}<br />
| style="background:#FFF;"|<br />
{{Row/Population | nopopulation=1 | rural=1 | village=1 | suburban=1 }}<br />
| <br />
|-<br />
| [[TODO/Mapping/Crafts Tiles#+forest|+forest]]<br />
{{Row/Terrain | grass=1 | mountain=1 }}<br />
| style="background:#FFF;"|<br />
{{Row/Culture | any=1 }}<br />
| style="background:#FFF;"|<br />
{{Row/Population | nopopulation=1 | rural=1 }}<br />
| <br />
|-<br />
| [[TODO/Mapping/Crafts Tiles#+frozen|+frozen]]<br />
{{Row/Terrain | arctic=1 | cold=1 }}<br />
| style="background:#FFF;"|<br />
{{Row/Culture | any=1 }}<br />
| style="background:#FFF;"|<br />
{{Row/Population | nopopulation=1 | rural=1 | village=1 | suburban=1 }}<br />
| <br />
|-<br />
| [[TODO/Mapping/Crafts Tiles#+hills|+hills]]<br />
{{Row/Terrain | cold=1 | mountain=1 | grass=1 }}<br />
| style="background:#FFF;"|<br />
{{Row/Culture | western=1 }}<br />
| style="background:#FFF;"|<br />
{{Row/Population | suburban=1 | village=1 | }}<br />
| Uses dummy texture to fit some more terrains. But currently doesn`t have enough houses and terrain-specific tiles.<br />
|-<br />
| [[TODO/Mapping/Crafts Tiles#+ice|+ice]]<br />
{{Row/Terrain | arctic=1}}<br />
| style="background:#FFF;"|<br />
{{Row/Culture | any=1 }}<br />
| style="background:#FFF;"|<br />
{{Row/Population | nopopulation=1}}<br />
|<br />
|-<br />
| [[TODO/Mapping/Crafts Tiles#+industrial|+industrial]]<br />
{{Row/Terrain | any=1 }}<br />
| style="background:#FFF;"|<br />
{{Row/Culture | any=1 }}<br />
| style="background:#FFF;"|<br />
{{Row/Population | village=1 | suburban=1 | urban=1 }}<br />
| aka oilpipes_*<br />
|-<br />
| [[#+japan|+japan]]<br />
{{Row/Terrain | tropical=1 | grass=1 }}<br />
| style="background:#FFF;"|<br />
{{Row/Culture | eastern=1 }}<br />
| style="background:#FFF;"|<br />
{{Row/Population | village=1 | suburban=1 }}<br />
|<br />
|-<br />
| [[TODO/Mapping/Crafts Tiles#+oriental|+oriental]]<br />
{{Row/Terrain | desert=1 }}<br />
| style="background:#FFF;"|<br />
{{Row/Culture | oriental=1 }}<br />
| style="background:#FFF;"|<br />
{{Row/Population | village=1 | suburban=1 | urban=1 }}<br />
| <br />
|-<br />
| [[TODO/Mapping/Crafts Tiles#+tropic|+tropic]]<br />
{{Row/Terrain | tropical=1 }}<br />
| style="background:#FFF;"|<br />
{{Row/Culture | any=1 }}<br />
| style="background:#FFF;"|<br />
{{Row/Population | nopopulation=1 | rural=1 | village=1 | suburban=1 }}<br />
| <br />
|-<br />
| [[TODO/Mapping/Crafts Tiles#+ufocrash|+ufocrash]]<br />
{{Row/Terrain | any=1 }}<br />
| style="background:#FFF;"|<br />
{{Row/Culture | any=1 }}<br />
| style="background:#FFF;"|<br />
{{Row/Population | any=1 }}<br />
| special assembly.<br />
|-<br />
| [[TODO/Mapping/Crafts Tiles#+village|+village]]<br />
{{Row/Terrain | grass=1 | cold=1 | tropical=1 }}<br />
| style="background:#FFF;"|<br />
{{Row/Culture | any=1 }}<br />
| style="background:#FFF;"|<br />
{{Row/Population | suburban=1 | urban=1 }}<br />
| <br />
|-<br />
! Map<br />
! colspan="6" | [[Mapping/Terrain_Types#Terrain types|Terrain]]<br />
| style="background:#FFF;"|<br />
! colspan="4" | [[Mapping/Terrain_Types#Culture types|Culture]]<br />
| style="background:#FFF;"|<br />
! colspan="5" | [[Mapping/Terrain_Types#Population types|Population]]<br />
! Comment<br />
|-<br />
! colspan="19" style="text-align:center; text-indent: -10em;" | Semirandom maps<br />
|-<br />
| [[TODO/Mapping/Crafts Tiles#+bridge|+bridge]]<br />
{{Row/Terrain | mountain=1 | desert=1 }}<br />
| style="background:#FFF;"|<br />
{{Row/Culture | any=1 }}<br />
| style="background:#FFF;"|<br />
{{Row/Population | nopopulation=1 | rural=1 }}<br />
|<br />
|-<br />
| [[TODO/Mapping/Crafts Tiles#+construction|+construction]]<br />
{{Row/Terrain | grass=1 | grass=1 }}<br />
| style="background:#FFF;"|<br />
{{Row/Culture | any=1 }}<br />
| style="background:#FFF;"|<br />
{{Row/Population | village=1 | suburban=1 | urban=1 }}<br />
|<br />
|-<br />
| [[TODO/Mapping/Crafts Tiles#+desert|+desert]]<br />
{{Row/Terrain | desert=1 }}<br />
| style="background:#FFF;"|<br />
{{Row/Culture | any=1 }}<br />
| style="background:#FFF;"|<br />
{{Row/Population | rural=1 | nopopulation=1 }}<br />
| also known as "harvester_crash"<br />
|-<br />
| [[TODO/Mapping/Crafts Tiles#+druglord|+druglord]]<br />
{{Row/Terrain | tropical=1 }}<br />
| style="background:#FFF;"|<br />
{{Row/Culture | any=1 }}<br />
| style="background:#FFF;"|<br />
{{Row/Population | rural=1 | village=1 | suburban=1 }}<br />
|<br />
|-<br />
| [[TODO/Mapping/Crafts Tiles#+eaglenest|+eaglenest]]<br />
{{Row/Terrain | grass=1 | mountain=1 | cold=1 }}<br />
| style="background:#FFF;"|<br />
{{Row/Culture | western=1 | eastern=1 }}<br />
| style="background:#FFF;"|<br />
{{Row/Population | rural=1 | village=1 | suburban=1 }}<br />
|<br />
|-<br />
| [[TODO/Mapping/Crafts Tiles#+gasstation|+gasstation]]<br />
{{Row/Terrain | grass=1 | tropical=1 | cold=1 | desert=1 }}<br />
| style="background:#FFF;"|<br />
{{Row/Culture | any=1 }}<br />
| style="background:#FFF;"|<br />
{{Row/Population | village=1 | suburban=1 | urban=1 }}<br />
|<br />
|-<br />
| [[TODO/Mapping/Crafts Tiles#+italy|+italy]]<br />
{{Row/Terrain | cold=1 | mountain=1 }}<br />
| style="background:#FFF;"|<br />
{{Row/Culture | any=1 }}<br />
| style="background:#FFF;"|<br />
{{Row/Population | rural=1 | village=1 | nopopulation=1 }}<br />
|<br />
|-<br />
| [[TODO/Mapping/Crafts Tiles#+military_convoy|+military_convoy]]<br />
{{Row/Terrain | grass=1 | mountain=1 }}<br />
| style="background:#FFF;"|<br />
{{Row/Culture | any=1 }}<br />
| style="background:#FFF;"|<br />
{{Row/Population | nopopulation=1 | rural=1 | village=1 }}<br />
|<br />
|-<br />
| [[TODO/Mapping/Crafts Tiles#+shelter|+shelter]]<br />
{{Row/Terrain | mountain=1 }}<br />
| style="background:#FFF;"|<br />
{{Row/Culture | eastern=1 | western=1 }}<br />
| style="background:#FFF;"|<br />
{{Row/Population | any=1 }}<br />
|<br />
|-<br />
| [[TODO/Mapping/Crafts Tiles#+spedition|+spedition]]<br />
{{Row/Terrain | grass=1 | cold=1 }}<br />
| style="background:#FFF;"|<br />
{{Row/Culture | any=1 }}<br />
| style="background:#FFF;"|<br />
{{Row/Population | suburban=1 | village=1 }}<br />
|<br />
|-<br />
! Map<br />
! colspan="6" | [[Mapping/Terrain_Types#Terrain types|Terrain]]<br />
| style="background:#FFF;"|<br />
! colspan="4" | [[Mapping/Terrain_Types#Culture types|Culture]]<br />
| style="background:#FFF;"|<br />
! colspan="5" | [[Mapping/Terrain_Types#Population types|Population]]<br />
! Comment<br />
|-<br />
! colspan="19" style="text-align:center; text-indent: -10em;" | Static maps<br />
|-<br />
| [[#bunker|bunker]]<br />
{{Row/Terrain | mountain=1 | cold=1 | desert=1 }}<br />
| style="background:#FFF;"|<br />
{{Row/Culture | any=1 }}<br />
| style="background:#FFF;"|<br />
{{Row/Population | nopopulation=1 | rural=1 | village=1 }}<br />
|<br />
|-<br />
| [[#city_train|city_train]]<br />
{{Row/Terrain | grass=1 | tropical=1 | desert=1 }}<br />
| style="background:#FFF;"|<br />
{{Row/Culture | any=1 }}<br />
| style="background:#FFF;"|<br />
{{Row/Population | suburban=1 | urban=1 }}<br />
|<br />
|-<br />
| [[#corrupter_crash|corrupter_crash]]<br />
{{Row/Terrain | desert=1 }}<br />
| style="background:#FFF;"|<br />
{{Row/Culture | any=1 }}<br />
| style="background:#FFF;"|<br />
{{Row/Population | nopopulation=1 }}<br />
| TODO: may be convert to +desert theme.<br />
|-<br />
| [[#dam|dam]]<br />
{{Row/Terrain | any=1 }}<br />
| style="background:#FFF;"|<br />
{{Row/Culture | any=1 }}<br />
| style="background:#FFF;"|<br />
{{Row/Population | village=1 | rural=1 | nopopulation=1 }}<br />
|<br />
|-<br />
| [[#excavation|excavation]]<br />
{{Row/Terrain | desert=1 }}<br />
| style="background:#FFF;"|<br />
{{Row/Culture | african=1 | oriental=1}}<br />
| style="background:#FFF;"|<br />
{{Row/Population | nopopulation=1 | rural=1 | village=1 }}<br />
|<br />
|-<br />
| [[#farm|farm]]<br />
{{Row/Terrain | grass=1 | }}<br />
| style="background:#FFF;"|<br />
{{Row/Culture | western=1 }}<br />
| style="background:#FFF;"|<br />
{{Row/Population | village=1 | suburban=1 | rural=1 }}<br />
|<br />
|-<br />
| [[#ferry|ferry]]<br />
{{Row/Terrain | }}<br />
| style="background:#FFF;"|<br />
{{Row/Culture | eastern=1 | western=1 | oriental=1 }}<br />
| style="background:#FFF;"|<br />
{{Row/Population | rural=1 | suburban=1 | village=1 }}<br />
| Terrain set as "water", is it ok?<br />
|-<br />
| [[#fighter_crash|fighter_crash]]<br />
{{Row/Terrain | mountain=1 | desert=1 }}<br />
| style="background:#FFF;"|<br />
{{Row/Culture | any=1 }}<br />
| style="background:#FFF;"|<br />
{{Row/Population | nopopulation=1 | village=1 | rural=1 }}<br />
|<br />
|-<br />
| [[#harbour|harbour]]<br />
{{Row/Terrain | grass=1 | tropical=1 }}<br />
| style="background:#FFF;"|<br />
{{Row/Culture | any=1 }}<br />
| style="background:#FFF;"|<br />
{{Row/Population | village=1 | suburban=1 | urban=1 }}<br />
|<br />
|-<br />
| [[#mine|mine]]<br />
{{Row/Terrain | grass=1 | mountain=1 }}<br />
| style="background:#FFF;"|<br />
{{Row/Culture | any=1 }}<br />
| style="background:#FFF;"|<br />
{{Row/Population | nopopulation=1 | rural=1 | village=1 | suburban=1 }}<br />
|<br />
|-<br />
| [[#office|office]]<br />
{{Row/Terrain | grass=1 | tropical=1 | mountain=1 }}<br />
| style="background:#FFF;"|<br />
{{Row/Culture | any=1 }}<br />
| style="background:#FFF;"|<br />
{{Row/Population | village=1 | suburban=1 }}<br />
|<br />
|-<br />
| [[#oriental|oriental]]<br />
{{Row/Terrain | desert=1 }}<br />
| style="background:#FFF;"|<br />
{{Row/Culture | oriental=1 }}<br />
| style="background:#FFF;"|<br />
{{Row/Population | village=1 | suburban=1 | urban=1 }}<br />
|<br />
|-<br />
| [[#oriental_mosque|oriental_mosque]]<br />
{{Row/Terrain | desert=1 }}<br />
| style="background:#FFF;"|<br />
{{Row/Culture | oriental=1 }}<br />
| style="background:#FFF;"|<br />
{{Row/Population | village=1 | suburban=1 | urban=1 }}<br />
|<br />
|-<br />
| [[#pipes_const|pipes_const]]<br />
{{Row/Terrain | grass=1 | tropical=1 | desert=1 }}<br />
| style="background:#FFF;"|<br />
{{Row/Culture | any=1 }}<br />
| style="background:#FFF;"|<br />
{{Row/Population | suburban=1 | urban=1 }}<br />
|<br />
|-<br />
| [[#resort|resort]]<br />
{{Row/Terrain | grass=1 | tropical=1 }}<br />
| style="background:#FFF;"|<br />
{{Row/Culture | any=1 }}<br />
| style="background:#FFF;"|<br />
{{Row/Population | village=1 | suburban=1 | urban=1 }}<br />
|<br />
|-<br />
| [[#rivertown|rivertown]]<br />
{{Row/Terrain | grass=1 | cold=1 }}<br />
| style="background:#FFF;"|<br />
{{Row/Culture | western=1 }}<br />
| style="background:#FFF;"|<br />
{{Row/Population | rural=1 | village=1 | suburban=1 }}<br />
|<br />
|-<br />
| [[#scout_crash|scout_crash]]<br />
{{Row/Terrain | grass=1 | mountain=1 | cold=1 }}<br />
| style="background:#FFF;"|<br />
{{Row/Culture | western=1 }}<br />
| style="background:#FFF;"|<br />
{{Row/Population | rural=1 | village=1 | suburban=1 }}<br />
|<br />
|-<br />
| [[#subway|subway]]<br />
{{Row/Terrain | grass=1 | tropical=1 | desert=1 | cold=1 }}<br />
| style="background:#FFF;"|<br />
{{Row/Culture | any=1 }}<br />
| style="background:#FFF;"|<br />
{{Row/Population | suburban=1 | urban=1 }}<br />
|<br />
|-<br />
| [[#village|village]]<br />
{{Row/Terrain | grass=1 | cold=1 }}<br />
| style="background:#FFF;"|<br />
{{Row/Culture | eastern=1 | western=1 }}<br />
| style="background:#FFF;"|<br />
{{Row/Population | village=1 | suburban=1 }}<br />
|<br />
|-<br />
| [[#wilderness|wilderness]]<br />
{{Row/Terrain | grass=1 | mountain=1 }}<br />
| style="background:#FFF;"|<br />
{{Row/Culture | any=1 }}<br />
| style="background:#FFF;"|<br />
{{Row/Population | nopopulation=1 }}<br />
|<br />
|-<br />
<br />
! Map<br />
! colspan="6" | [[Mapping/Terrain_Types#Terrain types|Terrain]]<br />
| style="background:#FFF;"|<br />
! colspan="4" | [[Mapping/Terrain_Types#Culture types|Culture]]<br />
| style="background:#FFF;"|<br />
! colspan="5" | [[Mapping/Terrain_Types#Population types|Population]]<br />
! Comment<br />
|-<br />
|}<br />
<br />
<!--<br />
<br />
== How missions work ==<br />
The key to understanding how maps work in the campaign is to look to {{svn-file|trunk/base/ufos/maps.ufo|maps.ufo}} files. The file defines the maps which will be used in missions with given parameters such as maximum amount of aliens or ability to play the map in multiplayer. It also allows to define terrain, culture, population or ufo parameters. Those will be used to select a map during the game given the mission parameters.<br />
<br />
== Finished and used in the newest release ==<br />
These maps are already used in the campaigns in newest relase. <br />
<br />
{|class="todolist"<br />
! Mapname !! Singleplayer !! Multiplayer !! Coop mode !! Alien SP !! Civilian SP !! Campaign key<br />
|-<br />
|farm08<br />
|yes<br />
|yes<br />
|yes<br />
|12<br />
|8<br />
|farm<br />
|-<br />
|excavation06<br />
|yes<br />
|yes<br />
|yes<br />
|17<br />
|10<br />
|africa_excavation<br />
|-<br />
|mart05<br />
|yes<br />
|yes<br />
|checkit<br />
|16<br />
|8<br />
|mart<br />
|-<br />
|mine01<br />
|yes<br />
|yes<br />
|checkit<br />
|15<br />
|8<br />
|mine<br />
|-<br />
|estate01<br />
|yes<br />
|yes<br />
|checkit<br />
|12<br />
|4<br />
|estate<br />
|-<br />
|italy05<br />
|yes<br />
|yes<br />
|checkit<br />
|22<br />
|13<br />
|italy<br />
|-<br />
|transport06<br />
|yes<br />
|yes<br />
|checkit<br />
|19<br />
|7<br />
|transport<br />
|-<br />
|[[#bunker01|bunker01]]<br />
|yes<br />
|yes<br />
|no<br />
|8<br />
|8<br />
|bunker<br />
|-<br />
|japan06<br />
|yes<br />
|yes<br />
|checkit<br />
|16<br />
|12<br />
|japan<br />
|-<br />
|dam01<br />
|yes<br />
|yes<br />
|checkit<br />
|8<br />
|3<br />
|dam<br />
|-<br />
|industrial06<br />
|yes<br />
|yes<br />
|yes<br />
|20<br />
|6<br />
|industrial<br />
|-<br />
|spedition06<br />
|yes<br />
|yes<br />
|checkit<br />
|7<br />
|7<br />
|spedition<br />
|-<br />
|stadium06<br />
|yes<br />
|yes<br />
|checkit<br />
|5<br />
|6<br />
|stadium<br />
|-<br />
|city04<br />
|yes<br />
|yes<br />
|checkit<br />
|6<br />
|3<br />
|city<br />
|-<br />
|gasstation05<br />
|yes<br />
|yes<br />
|checkit<br />
|4<br />
|6<br />
|gasstation<br />
|-<br />
|oriental06<br />
|yes<br />
|yes<br />
|checkit<br />
|16<br />
|9<br />
|oriental<br />
|-<br />
|subway07<br />
|yes<br />
|yes<br />
|yes<br />
|8<br />
|9<br />
|subway<br />
|-<br />
|tower06<br />
|yes<br />
|yes<br />
|checkit<br />
|8<br />
|8<br />
|tower<br />
|-<br />
|village07<br />
|yes<br />
|yes<br />
|checkit<br />
|11<br />
|8<br />
|village<br />
|-<br />
|[[#mine_crash05|mine_crash05]]<br />
|yes<br />
|yes<br />
|checkit<br />
|19<br />
|10<br />
|mine_crash<br />
|-<br />
|harbor07<br />
|yes<br />
|yes<br />
|yes<br />
|8<br />
|8<br />
|harbor<br />
|-<br />
|pdi08<br />
|yes<br />
|yes<br />
|checkit<br />
|8<br />
|9<br />
|pdi<br />
|-<br />
|bridge01<br />
|yes<br />
|yes<br />
|yes<br />
|11<br />
|10<br />
|bridge<br />
|-<br />
|const05<br />
|yes<br />
|yes<br />
|yes<br />
|8<br />
|8<br />
|construction<br />
|-<br />
|office06<br />
|yes<br />
|yes<br />
|checkit<br />
|18<br />
|6<br />
|office<br />
|-<br />
|[[#africa04|africa04]]<br />
|yes<br />
|yes<br />
|no<br />
|24<br />
|15<br />
|africa<br />
|-<br />
|[[#terrain08|terrain08]]<br />
|yes<br />
|yes<br />
|checkit<br />
|5<br />
|4<br />
|terrain<br />
|-<br />
|harvestercrash04<br />
|yes<br />
|yes<br />
|checkit<br />
|15<br />
|0<br />
|harvestercrash<br />
|-<br />
|lake03<br />
|yes<br />
|yes<br />
|checkit<br />
|16<br />
|11<br />
|lake<br />
|-<br />
|oriental05<br />
|yes<br />
|yes<br />
|checkit<br />
|14<br />
|17<br />
|qatar<br />
|}<br />
<br />
== Unfinished or not used in the campaign ==<br />
''These maps need more work or need to be included into campaign.''<br />
<br />
{|class="todolist"<br />
! Mapname !! Day and Night !! Finished<br />
|-<br />
|condor_crash04<br />
|no<br />
|no<br />
|-<br />
|druglord07<br />
|no<br />
|no<br />
|-<br />
|lake02<br />
|yes<br />
|yes<br />
|-<br />
|pipes_const01<br />
|no<br />
|no<br />
|-<br />
|rivertown01<br />
|no<br />
|no<br />
|-<br />
|rocketsilo06<br />
|no<br />
|no<br />
|-<br />
|terrain02<br />
|yes<br />
|yes<br />
|-<br />
|convoy01<br />
|no<br />
|no<br />
|-<br />
|apartments01<br />
|no<br />
|no<br />
|-<br />
|powerplant01<br />
|no<br />
|no<br />
|}<br />
<br />
==Mapassembly Themes==<br />
{|class="todolist"<br />
! Mapname !! Finished !! Assemblies<br />
|-<br />
|[[Mapping/africa|africa]]<br />
|<br />
|<br />
|-<br />
|[[Mapping/cemetery|cemetery]]<br />
|<br />
|<br />
|-<br />
|[[Mapping/city_disco|city_disco]]<br />
|<br />
|<br />
|-<br />
|[[Mapping/country|country]]<br />
|no<br />
|<br />
|-<br />
|[[Mapping/desert|desert]]<br />
|<br />
|<br />
|-<br />
|[[Mapping/farm|farm]]<br />
|<br />
|<br />
|-<br />
|[[Mapping/forest|forest]]<br />
|<br />
|<br />
|-<br />
|[[Mapping/frozen|frozen]]<br />
|no<br />
|alienlandingindustrial, industrial, alienlandingnature, small<br />
|-<br />
|[[Mapping/ice|ice]]<br />
|<br />
|<br />
|-<br />
|[[Mapping/industrial|industrial]]<br />
|<br />
|<br />
|-<br />
|[[Mapping/oriental|oriental]]<br />
|yes<br />
|medium, small, big<br />
|-<br />
|[[Mapping/ice|ice]]<br />
|no<br />
|<br />
|-<br />
|[[Mapping/tropic|tropic]]<br />
|no<br />
|drug, river<br />
|-<br />
|[[Mapping/ufocrash|ufocrash]]<br />
|<br />
|<br />
|-<br />
|[[Mapping/village|village]]<br />
|yes<br />
|residential, big, commercial, recreational<br />
|}<br />
<br />
See also [[Mapping/Random_map_assembly|Random map assembly]]<br />
<br />
==Planned==<br />
It would be nice to have random maps for every type of terrain and climate,<br />
e.g. [[Mapping/ice|ice]] / [[Mapping/desert|desert]] / mountains / wood ([[Mapping/forest|forest]]) / grassland / river etc.<br />
* Interceptions work and ufos can be shot down everywhere (except water :) ) now. A bunch of crashsite maps still are missing.<br />
See also: [[Mapping:Suggestions|Suggestions for new maps]]<br />
<br />
==Notes==<br />
Here you can find notes about finished maps that may be story related<br />
===africa04===<br />
This map includes a crashed/landed ufo. This could be used to get the ufo technology. See the onwin-trigger for missions: [[UFO-Scripts/campaign.ufo]].<br />
===bunker01===<br />
This map is a bunker site which you need to get back from the [[aliens]]. <br />
This can be the place where a [[Antarean]] commander might hide.<br />
<br />
===mine_crash05===<br />
This is an alien crashsite. <br />
We may get ufo technology here, too<br />
<br />
===colon04===<br />
This is the alien mothership<br />
===terrain08===<br />
UFO crash site<br />
--><br />
<br />
==Links==<br />
* [[Mapping]]<br />
* [[UFO-Scripts/campaign.ufo]]<br />
<br />
[[Category:Contribute]]<br />
[[Category:Mapping]]</div>ShipIthttp://ufoai.org/w/index.php?title=TODO/Mapping/Crafts_Tiles&diff=42220TODO/Mapping/Crafts Tiles2015-02-13T06:00:22Z<p>ShipIt: fixed top table</p>
<hr />
<div>__NOTOC__<br />
<br />
{| class="todolist maps"<br />
! Map<br />
! colspan="6" | [[Mapping/Terrain_Types#Terrain types|Terrain]]<br />
! colspan="4" | [[Mapping/Terrain_Types#Culture types|Culture]]<br />
! colspan="5" | [[Mapping/Terrain_Types#Population types|Population]]<br />
! Comment<br />
|-<br />
| [[#+africa|+africa]]<br />
{{Row/Terrain | grass=1 | tropical=1 | desert=1 | mountain=1 }}<br />
{{Row/Culture | african=1 }}<br />
{{Row/Population | village=1 | suburban=1 | urban=1 }}<br />
| <br />
|-<br />
| [[#+beach|+beach]]<br />
{{Row/Terrain | tropical=1 | desert=1 | coast=1 }}<br />
{{Row/Culture | any=1 }}<br />
{{Row/Population | nopopulation=1 }}<br />
| <br />
|-<br />
| [[#+bridge|+bridge]]<br />
{{Row/Terrain | desert=1 | mountain=1 }}<br />
{{Row/Culture | any=1 }}<br />
{{Row/Population | nopopulation=1 | rural=1 }}<br />
| <br />
|-<br />
| [[#+cemetery|+cemetery]]<br />
{{Row/Terrain | grass=1 | mountain=1 }}<br />
{{Row/Culture | any=1 }}<br />
{{Row/Population | village=1 | suburban=1 | urban=1 }}<br />
| <br />
|-<br />
| [[#+country|+country]]<br />
{{Row/Terrain | desert=1 | mountain=1 }}<br />
{{Row/Culture | western=1 }}<br />
{{Row/Population | village=1 | rural=1 | nopopulation=1 }}<br />
| <br />
|-<br />
| [[#+desert|+desert]]<br />
{{Row/Terrain | desert=1 }}<br />
{{Row/Culture | any=1 }}<br />
{{Row/Population | rural=1 | nopopulation=1 }}<br />
| <br />
|-<br />
| [[#+farm|+farm]]<br />
{{Row/Terrain | grass=1 }}<br />
{{Row/Culture | any=1 }}<br />
{{Row/Population | nopopulation=1 | rural=1 | village=1 | suburban=1 }}<br />
| <br />
|-<br />
| [[#+forest|+forest]]<br />
{{Row/Terrain | grass=1 | mountain=1 }}<br />
{{Row/Culture | any=1 }}<br />
{{Row/Population | nopopulation=1 | rural=1 }}<br />
| <br />
|-<br />
| [[#+frozen|+frozen]]<br />
{{Row/Terrain | cold=1 }}<br />
{{Row/Culture | any=1 }}<br />
{{Row/Population | nopopulation=1 | rural=1 | village=1 | suburban=1 }}<br />
| <br />
|-<br />
| [[#+hills|+hills]]<br />
{{Row/Terrain | cold=1 | mountain=1 | grass=1 }}<br />
{{Row/Culture | western=1 }}<br />
{{Row/Population | suburban=1 | village=1 | }}<br />
| Uses dummy texture to fit some more terrains. But currently doesn`t have enough houses and terrain-specific tiles.<br />
|-<br />
| [[#+ice|+ice]]<br />
{{Row/Terrain |arctic=1 }}<br />
{{Row/Culture |any=1 }}<br />
{{Row/Population |nopopulation=1 }}<br />
|<br />
|-<br />
| [[#+industrial|+industrial]]<br />
{{Row/Terrain | any=1 }}<br />
{{Row/Culture | any=1 }}<br />
{{Row/Population | rural=1 | village=1 | suburban=1 | urban=1 }}<br />
| aka oilpipes_*<br />
|-<br />
| [[#+japan|+japan]]<br />
{{Row/Terrain | tropical=1 | grass=1 | mountain=1 }}<br />
{{Row/Culture | eastern=1 }}<br />
{{Row/Population | village=1 | suburban=1 }}<br />
|<br />
|-<br />
| [[#+mansion|+mansion]]<br />
{{Row/Terrain | coast=1 }}<br />
{{Row/Culture | western=1 }}<br />
{{Row/Population | village=1 | urban=1 }}<br />
|<br />
|-<br />
| [[#+oriental|+oriental]]<br />
{{Row/Terrain | desert=1 }}<br />
{{Row/Culture | oriental=1 }}<br />
{{Row/Population | village=1 | suburban=1 | urban=1 }}<br />
| <br />
|-<br />
| [[#+tropic|+tropic]]<br />
{{Row/Terrain | tropical=1 }}<br />
{{Row/Culture | any=1 }}<br />
{{Row/Population | nopopulation=1 | rural=1 | village=1 | suburban=1 }}<br />
| <br />
|-<br />
| [[#+ufocrash|+ufocrash]]<br />
{{Row/Terrain | any=1 }}<br />
{{Row/Culture | any=1 }}<br />
{{Row/Population | any=1 }}<br />
| special assembly.<br />
|-<br />
| [[#+urban|+urban]]<br />
{{Row/Terrain | grass=1 | cold=1 | tropical=1 | desert=1 }}<br />
{{Row/Culture | any=1 }}<br />
{{Row/Population | suburban=1 | urban=1 }}<br />
|-<br />
| [[#+village|+village]]<br />
{{Row/Terrain | grass=1 | cold=1 | tropical=1 }}<br />
{{Row/Culture | any=1 }}<br />
{{Row/Population | suburban=1 | village=1 }}<br />
| <br />
|}<br />
== +africa ==<br />
{{CraftsList|<br />
| craft_drop_firebird = {{done}}<br />
| craft_drop_herakles = {{done}}<br />
| craft_drop_raptor = {{done}}<br />
| craft_ufo_scout = {{done}}<br />
| craft_crash_scout = {{done}}<br />
| craft_ufo_fighter = {{done}}<br />
| craft_crash_fighter = {{done}}<br />
| craft_ufo_harvester = {{done}}<br />
| craft_crash_harvester = {{done}}<br />
| craft_ufo_bomber = {{done}}<br />
| craft_crash_bomber = {{done}}<br />
| craft_ufo_corrupter = {{done}}<br />
| craft_crash_corrupter = {{done}}<br />
| craft_ufo_supply = {{open}}<br />
| craft_crash_supply = {{done}}<br />
| craft_ufo_gunboat = {{done}}<br />
| craft_crash_gunboat = {{done}}<br />
}}<br />
<br />
== +beach==<br />
{{CraftsList|<br />
| craft_drop_firebird = {{open}}<br />
| craft_drop_herakles = {{open}}<br />
| craft_drop_raptor = {{open}}<br />
| craft_ufo_scout = {{open}}<br />
| craft_crash_scout = {{done}}<br />
| craft_ufo_fighter = {{open}}<br />
| craft_crash_fighter = {{open}}<br />
| craft_ufo_harvester = {{open}}<br />
| craft_crash_harvester = {{open}}<br />
| craft_ufo_bomber = {{open}}<br />
| craft_crash_bomber = {{open}}<br />
| craft_ufo_corrupter = {{open}}<br />
| craft_crash_corrupter = {{open}}<br />
| craft_ufo_supply = {{open}}<br />
| craft_crash_supply = {{open}}<br />
| craft_ufo_gunboat = {{open}}<br />
| craft_crash_gunboat = {{open}}<br />
}}<br />
<br />
== +bridge==<br />
{{CraftsList|<br />
| craft_drop_firebird = {{done}}<br />
| craft_drop_herakles = {{done}}<br />
| craft_drop_raptor = {{done}}<br />
| craft_ufo_scout = {{open}}<br />
| craft_crash_scout = {{done}}<br />
| craft_ufo_fighter = {{open}}<br />
| craft_crash_fighter = {{done}}<br />
| craft_ufo_harvester = {{open}}<br />
| craft_crash_harvester = {{open}}<br />
| craft_ufo_bomber = {{open}}<br />
| craft_crash_bomber = {{open}}<br />
| craft_ufo_corrupter = {{open}}<br />
| craft_crash_corrupter = {{open}}<br />
| craft_ufo_supply = {{open}}<br />
| craft_crash_supply = {{open}}<br />
| craft_ufo_gunboat = {{open}}<br />
| craft_crash_gunboat = {{open}}<br />
}}<br />
<br />
== +cemetery ==<br />
{{CraftsList|<br />
| craft_drop_firebird = {{done}}<br />
| craft_drop_herakles = {{done}}<br />
| craft_drop_raptor = {{done}}<br />
| craft_ufo_scout = {{open}}<br />
| craft_crash_scout = {{open}}<br />
| craft_ufo_fighter = {{open}}<br />
| craft_crash_fighter = {{open}}<br />
| craft_ufo_harvester = {{open}}<br />
| craft_crash_harvester = {{open}}<br />
| craft_ufo_bomber = {{open}}<br />
| craft_crash_bomber = {{open}}<br />
| craft_ufo_corrupter = {{open}}<br />
| craft_crash_corrupter = {{open}}<br />
| craft_ufo_supply = {{open}}<br />
| craft_crash_supply = {{open}}<br />
| craft_ufo_gunboat = {{open}}<br />
| craft_crash_gunboat = {{open}}<br />
}}<br />
<br />
== +country ==<br />
{{CraftsList|<br />
| craft_drop_firebird = {{done}}<br />
| craft_drop_herakles = {{done}}<br />
| craft_drop_raptor = {{done}}<br />
| craft_ufo_scout = {{open}}<br />
| craft_crash_scout = {{open}}<br />
| craft_ufo_fighter = {{done}}<br />
| craft_crash_fighter = {{open}}<br />
| craft_ufo_harvester = {{done}}<br />
| craft_crash_harvester = {{open}}<br />
| craft_ufo_bomber = {{open}}<br />
| craft_crash_bomber = {{open}}<br />
| craft_ufo_corrupter = {{open}}<br />
| craft_crash_corrupter = {{open}}<br />
| craft_ufo_supply = {{open}}<br />
| craft_crash_supply = {{open}}<br />
| craft_ufo_gunboat = {{open}}<br />
| craft_crash_gunboat = {{open}}<br />
}}<br />
<br />
== +desert ==<br />
{{CraftsList|<br />
| craft_drop_firebird = {{done}}<br />
| craft_drop_herakles = {{done}}<br />
| craft_drop_raptor = {{done}}<br />
| craft_ufo_scout = {{open}} <br />
| craft_crash_scout = {{done}} <br />
| craft_ufo_fighter = {{open}}<br />
| craft_crash_fighter = {{done}}<br />
| craft_ufo_harvester = {{open}}<br />
| craft_crash_harvester = {{done}}<br />
| craft_ufo_bomber = {{open}}<br />
| craft_crash_bomber = {{done}}<br />
| craft_ufo_corrupter = {{open}} <br />
| craft_crash_corrupter = {{done}}<br />
| craft_ufo_supply = {{open}}<br />
| craft_crash_supply = {{done}}<br />
| craft_ufo_gunboat = {{open}}<br />
| craft_crash_gunboat = {{done}}<br />
}}<br />
<br />
== +farm ==<br />
{{CraftsList|<br />
| craft_drop_firebird = {{done}}<br />
| craft_drop_herakles = {{done}}<br />
| craft_drop_raptor = {{done}}<br />
| craft_ufo_scout = {{done}}<br />
| craft_crash_scout = {{open}}<br />
| craft_ufo_fighter = {{done}}<br />
| craft_crash_fighter = {{open}}<br />
| craft_ufo_harvester = {{done}}<br />
| craft_crash_harvester = {{open}}<br />
| craft_ufo_bomber = {{done}}<br />
| craft_crash_bomber = {{open}}<br />
| craft_ufo_corrupter = {{done}}<br />
| craft_crash_corrupter = {{open}}<br />
| craft_ufo_supply = {{open}}<br />
| craft_crash_supply = {{open}}<br />
| craft_ufo_gunboat = {{done}}<br />
| craft_crash_gunboat = {{open}}<br />
}}<br />
<br />
== +forest ==<br />
{{CraftsList|<br />
| craft_drop_firebird = {{done}}<br />
| craft_drop_herakles = {{done}}<br />
| craft_drop_raptor = {{done}}<br />
| craft_ufo_scout = {{open}}<br />
| craft_crash_scout = {{done}}<br />
| craft_ufo_fighter = {{open}}<br />
| craft_crash_fighter = {{done}}<br />
| craft_ufo_harvester = {{open}}<br />
| craft_crash_harvester = {{done}}<br />
| craft_ufo_bomber = {{open}}<br />
| craft_crash_bomber = {{done}}<br />
| craft_ufo_corrupter = {{open}}<br />
| craft_crash_corrupter = {{done}}<br />
| craft_ufo_supply = {{open}}<br />
| craft_crash_supply = {{done}}<br />
| craft_ufo_gunboat = {{open}}<br />
| craft_crash_gunboat = {{done}}<br />
}}<br />
<br />
== +frozen ==<br />
{{CraftsList|<br />
| craft_drop_firebird = {{done}}<br />
| craft_drop_herakles = {{done}}<br />
| craft_drop_raptor = {{done}}<br />
| craft_ufo_scout = {{done}}<br />
| craft_crash_scout = {{done}}<br />
| craft_ufo_fighter = {{done}}<br />
| craft_crash_fighter = {{done}}<br />
| craft_ufo_harvester = {{done}}<br />
| craft_crash_harvester = {{done}}<br />
| craft_ufo_bomber = {{done}}<br />
| craft_crash_bomber = {{done}}<br />
| craft_ufo_corrupter = {{done}}<br />
| craft_crash_corrupter = {{done}}<br />
| craft_ufo_supply = {{done}}<br />
| craft_crash_supply = {{done}}<br />
| craft_ufo_gunboat = {{done}}<br />
| craft_crash_gunboat = {{done}}<br />
}}<br />
<br />
== +hills ==<br />
{{CraftsList|<br />
| craft_drop_firebird = {{done}}<br />
| craft_drop_herakles = {{open}}<br />
| craft_drop_raptor = {{open}}<br />
| craft_ufo_scout = {{done}}<br />
| craft_crash_scout = {{open}}<br />
| craft_ufo_fighter = {{open}}<br />
| craft_crash_fighter = {{open}}<br />
| craft_ufo_harvester = {{done}}<br />
| craft_crash_harvester = {{open}}<br />
| craft_ufo_bomber = {{open}}<br />
| craft_crash_bomber = {{open}}<br />
| craft_ufo_corrupter = {{open}}<br />
| craft_crash_corrupter = {{open}}<br />
| craft_ufo_supply = {{open}}<br />
| craft_crash_supply = {{open}}<br />
| craft_ufo_gunboat = {{open}}<br />
| craft_crash_gunboat = {{open}}<br />
}}<br />
<br />
== +ice == <br />
{{CraftsList|<br />
| craft_drop_firebird = {{done}}<br />
| craft_drop_herakles = {{done}}<br />
| craft_drop_raptor = {{done}}<br />
| craft_ufo_scout = {{done}}<br />
| craft_crash_scout = {{done}}<br />
| craft_ufo_fighter = {{done}}<br />
| craft_crash_fighter = {{done}}<br />
| craft_ufo_harvester = {{done}}<br />
| craft_crash_harvester = {{done}}<br />
| craft_ufo_bomber = {{open}}<br />
| craft_crash_bomber = {{done}}<br />
| craft_ufo_corrupter = {{open}}<br />
| craft_crash_corrupter = {{done}}<br />
| craft_ufo_supply = {{done}}<br />
| craft_crash_supply = {{done}}<br />
| craft_ufo_gunboat = {{done}}<br />
| craft_crash_gunboat = {{done}}<br />
}}<br />
<br />
== +industrial ==<br />
{{CraftsList|<br />
| craft_drop_firebird = {{done}}<br />
| craft_drop_herakles = {{done}}<br />
| craft_drop_raptor = {{done}}<br />
| craft_ufo_scout = {{done}}<br />
| craft_crash_scout = {{open}}<br />
| craft_ufo_fighter = {{done}}<br />
| craft_crash_fighter = {{open}}<br />
| craft_ufo_harvester = {{done}}<br />
| craft_crash_harvester = {{open}}<br />
| craft_ufo_bomber = {{done}}<br />
| craft_crash_bomber = {{open}}<br />
| craft_ufo_corrupter = {{done}}<br />
| craft_crash_corrupter = {{open}}<br />
| craft_ufo_supply = {{done}}<br />
| craft_crash_supply = {{open}}<br />
| craft_ufo_gunboat = {{done}}<br />
| craft_crash_gunboat = {{open}}<br />
}}<br />
<br />
== +japan ==<br />
{{CraftsList|<br />
| craft_drop_firebird = {{done}}<br />
| craft_drop_herakles = {{done}}<br />
| craft_drop_raptor = {{done}}<br />
| craft_ufo_scout = {{done}}<br />
| craft_crash_scout = {{open}}<br />
| craft_ufo_fighter = {{open}}<br />
| craft_crash_fighter = {{open}}<br />
| craft_ufo_harvester = {{done}}<br />
| craft_crash_harvester = {{open}}<br />
| craft_ufo_bomber = {{open}}<br />
| craft_crash_bomber = {{open}}<br />
| craft_ufo_corrupter = {{open}}<br />
| craft_crash_corrupter = {{open}}<br />
| craft_ufo_supply = {{open}}<br />
| craft_crash_supply = {{open}}<br />
| craft_ufo_gunboat = {{open}}<br />
| craft_crash_gunboat = {{open}}<br />
}}<br />
<br />
== +mansion==<br />
{{CraftsList|<br />
| craft_drop_firebird = {{done}}<br />
| craft_drop_herakles = {{done}}<br />
| craft_drop_raptor = {{done}}<br />
| craft_ufo_scout = {{done}}<br />
| craft_crash_scout = {{open}}<br />
| craft_ufo_fighter = {{done}}<br />
| craft_crash_fighter = {{open}}<br />
| craft_ufo_harvester = {{done}}<br />
| craft_crash_harvester = {{open}}<br />
| craft_ufo_bomber = {{open}}<br />
| craft_crash_bomber = {{open}}<br />
| craft_ufo_corrupter = {{open}}<br />
| craft_crash_corrupter = {{open}}<br />
| craft_ufo_supply = {{done}}<br />
| craft_crash_supply = {{open}}<br />
| craft_ufo_gunboat = {{open}}<br />
| craft_crash_gunboat = {{open}}<br />
}}<br />
<br />
== + oriental ==<br />
{{CraftsList|<br />
| craft_drop_firebird = {{done}}<br />
| craft_drop_herakles = {{done}}<br />
| craft_drop_raptor = {{done}}<br />
| craft_ufo_scout = {{done}}<br />
| craft_crash_scout = {{done}}<br />
| craft_ufo_fighter = {{done}}<br />
| craft_crash_fighter = {{done}}<br />
| craft_ufo_harvester = {{done}}<br />
| craft_crash_harvester = {{open}}<br />
| craft_ufo_bomber = {{done}}<br />
| craft_crash_bomber = {{open}}<br />
| craft_ufo_corrupter = {{done}}<br />
| craft_crash_corrupter = {{open}}<br />
| craft_ufo_supply = {{open}}<br />
| craft_crash_supply = {{open}}<br />
| craft_ufo_gunboat = {{done}}<br />
| craft_crash_gunboat = {{open}}<br />
}}<br />
<br />
== +tropic ==<br />
{{CraftsList|<br />
| craft_drop_firebird = {{done}}<br />
| craft_drop_herakles = {{done}}<br />
| craft_drop_raptor = {{done}}<br />
| craft_ufo_scout = {{done}}<br />
| craft_crash_scout = {{done}}<br />
| craft_ufo_fighter = {{done}}<br />
| craft_crash_fighter = {{done}}<br />
| craft_ufo_harvester = {{done}}<br />
| craft_crash_harvester = {{open}}<br />
| craft_ufo_bomber = {{open}}<br />
| craft_crash_bomber = {{open}}<br />
| craft_ufo_corrupter = {{done}}<br />
| craft_crash_corrupter = {{open}}<br />
| craft_ufo_supply = {{open}}<br />
| craft_crash_supply = {{open}}<br />
| craft_ufo_gunboat = {{open}}<br />
| craft_crash_gunboat = {{open}}<br />
}}<br />
<br />
== +ufocrash ==<br />
{{CraftsList|<br />
| craft_drop_firebird = {{done}}<br />
| craft_drop_herakles = {{done}}<br />
| craft_drop_raptor = {{done}}<br />
| craft_crash_scout = {{done}}<br />
| craft_crash_fighter = {{done}}<br />
| craft_crash_harvester = {{done}}<br />
| craft_crash_bomber = {{done}}<br />
| craft_crash_corrupter = {{done}}<br />
| craft_crash_supply = {{done}}<br />
| craft_crash_gunboat = {{done}}<br />
}}<br />
<br />
== +urban ==<br />
{{CraftsList|<br />
| craft_drop_firebird = {{done}}<br />
| craft_drop_herakles = {{done}}<br />
| craft_drop_raptor = {{done}}<br />
| craft_ufo_scout = {{open}}<br />
| craft_crash_scout = {{open}}<br />
| craft_ufo_fighter = {{open}}<br />
| craft_crash_fighter = {{open}}<br />
| craft_ufo_harvester = {{open}}<br />
| craft_crash_harvester = {{open}}<br />
| craft_ufo_bomber = {{open}}<br />
| craft_crash_bomber = {{open}}<br />
| craft_ufo_corrupter = {{open}}<br />
| craft_crash_corrupter = {{open}}<br />
| craft_ufo_supply = {{open}}<br />
| craft_crash_supply = {{open}}<br />
| craft_ufo_gunboat = {{open}}<br />
| craft_crash_gunboat = {{open}}<br />
}}<br />
<br />
== +village ==<br />
{{CraftsList|<br />
| craft_drop_firebird = {{done}}<br />
| craft_drop_herakles = {{done}}<br />
| craft_drop_raptor = {{done}}<br />
| craft_ufo_scout = {{done}}<br />
| craft_crash_scout = {{open}}<br />
| craft_ufo_fighter = {{done}}<br />
| craft_crash_fighter = {{open}}<br />
| craft_ufo_harvester = {{done}}<br />
| craft_crash_harvester = {{open}}<br />
| craft_ufo_bomber = {{done}}<br />
| craft_crash_bomber = {{open}}<br />
| craft_ufo_corrupter = {{done}}<br />
| craft_crash_corrupter = {{open}}<br />
| craft_ufo_supply = {{open}}<br />
| craft_crash_supply = {{open}}<br />
| craft_ufo_gunboat = {{open}}<br />
| craft_crash_gunboat = {{open}}<br />
}}<br />
<br />
<br />
=== Links ===<br />
<br />
[[Mapping/Map location parameters]]<BR><br />
[[Mapping/List of Maps]]<br />
<br />
[[Category:Contribute]]<br />
[[Category:TODO]]<br />
[[Category:Mapping]]</div>ShipIthttp://ufoai.org/w/index.php?title=News/2014&diff=42201News/20142014-12-20T07:57:36Z<p>ShipIt: typo</p>
<hr />
<div>{{news<br />
|title=Monthly update for November, 2014<br />
|author=geever<br />
|date=2014-12-17<br />
|content=<br />
* Battlescape<br />
** Revamped the soldier lua ai<br />
** Implemented inverse herding for the AI<br />
** Tweaked lua ai scripts<br />
** Make the lua ai take morale into account.<br />
<br />
* Fixes<br />
** {{bug|5395}} Battlescape fails to init<br />
** {{bug|5394}} Battlescape escape menu persists<br />
** Don't truncate inventory weight when calculating max TUs.<br />
<br />
<br />
In total, 31 commits were made in the UFO:AI repository in November.<br />
}}<br />
<br />
{{news<br />
|title=Monthly update for October, 2014<br />
|author=DarkRain<br />
|date=2014-11-20<br />
|content=<br />
* Battlescape<br />
** Major work in the LUA AI.<br />
** Some improvements in the AI.<br />
<br />
* General<br />
** Tweaked shot origins for most weapons, and shot origin actually changes when crouching now.<br />
** Updated Spanish translation.<br />
<br />
* UI<br />
** Re-added alien rush option to skirmish.<br />
** Fixed the team load screen for skirmish.<br />
** Allow player to select equipment for custom skirmish squad.<br />
<br />
* Fixes<br />
** Stopped endless alien spawn from persisting to other game modes after a skirmish game.<br />
** Fixed employee capacity issues on transfer.<br />
<br />
<br />
In total, 37 commits were made in the UFO:AI repository in October.<br />
}}<br />
<br />
{{news<br />
|title=Monthly update for September, 2014<br />
|author=geever<br />
|date=2014-10-12<br />
|content=<br />
* Battlescape<br />
** Improvements and fixes in the AI.<br />
** Improvements to the lua AI.<br />
<br />
* Campaign<br />
** Speed up employee loading<br />
<br />
* General<br />
** New Danish translation by Joe Hansen.<br />
** Spanish translation update.<br />
<br />
* Fixes<br />
** Fixed non-hardlinked cgame-skirmish crash on battle end<br />
** replaced and removed tex_buildings/carpet016.png due to copyright issues<br />
<br />
<br />
In total, 51 commits were made in the UFO:AI repository in September.<br />
}}<br />
<br />
{{news<br />
|title=Monthly update for August, 2014<br />
|author=DarkRain<br />
|date=2014-09-30<br />
|content=<br />
* Campaign<br />
** More improvements in transfer code.<br />
** Open scientists tab from hire/fire buttons in laboratory<br />
<br />
* Battlescape<br />
** Minor improvements and fixes in the AI<br />
** More work on the LUA AI.<br />
** Characters caught in an explosion now play hurt sounds.<br />
** {{fr|5246}} Applying medikits doesn't trigger hurt sound.<br />
<br />
* Maps<br />
** Several improvements in +industrial map theme.<br />
** Fixed fixed square where actors got trapped in wilderness map<br />
** Adapted the warehouse building from transport for +industrial map theme.<br />
** Some fixes in the +village2 map theme.<br />
** Some improvements in various prefabs.<br />
<br />
* UI<br />
** Merged singleplayer and multiplayer windows into one unified mission menu.<br />
** Updated the default HUD's WorldLevel component.<br />
** Enhancement for audio options: hide other audio options if sound is disabled<br />
<br />
* General<br />
** Updated Russian, Spanish and Ukrainian translations.<br />
** Started new Ukrainian translation for uforadiant.<br />
<br />
* Bugs fixed<br />
** {{bug|5328}} Snipers aborting RF get wrong TU cost on subsequent RF.<br />
** {{bug|5379}} Mission icons gone.<br />
** {{bug|5376}} trigger_hurt entity does not play a hurt sound.<br />
** {{bug|5365}} Soldier vanishes from equip screen after renaming.<br />
** {{bug|5317}} Shot hits when fired over friend in diagonal square.<br />
** {{bug|5364}} Zero-weight armor after revitalising.<br />
** {{bug|5208}} Fixed po parser.<br />
<br />
* Tools<br />
** vim syntax highlightning for ufo script files (wip)<br />
<br />
<br />
In total, 88 commits were made in the UFO:AI repository in August.<br />
}}<br />
<br />
{{news<br />
|title=A new game in the Google Play Store<br />
|author=mattn<br />
|date=2014-08-16<br />
|content=<br />
I've created yet another small game - just for fun - in the last few days. Its name is {{http|caveproductions.org|CavePacker}}. It's now available in the Google Play Store, the source is on {{http|github.com/mgerhardy/caveexpress|github}}. Other supported platforms are Windows, Linux, MacOSX and NaCl.<br />
<br />
It is a Sokoban game. I think everyone knows this (or at least should know) - for those who don't: Sokoban is a puzzle game, in which the player has to push boxes to storage locations to finish a map. The lesser moves you do to achieve this, the better the result.<br />
}}<br />
{{news<br />
|title=Monthly update for July, 2014<br />
|author=ShipIt<br />
|date=2014-08-04<br />
|content=<br />
* Campaign<br />
** Some improvements in transfer code.<br />
* Maps<br />
** More improvements in +village map theme<br />
** Moved small_street map to +village map theme<br />
** Map [+village2] updated<br />
** Moved the main tile of +tower map to +urban map theme<br />
** New tiles for +urban map theme<br />
** Moved clinic map to +urban map theme<br />
** Some improvements in various prefabs<br />
* General<br />
** Continued work on LUA AI<br />
** Added 1366x768 for laptop resolutions<br />
** Enable build on OpenBSD<br />
* Bugfixes<br />
** {{bug|5348}} multiplayer loads wrong map<br />
** {{bug|5354}} Corrupt map 'Office Complex'<br />
** Fixed: missing aircraft values in mapdefs of +village bungalow, bungalow2 and estate<br />
** Fixed: If a hurt trigger didn't actually hurt the actor don't count it as triggered.<br />
** Fixed: Set battle difficulty level<br />
<br />
<br />
In total, 173 commits were made in the UFO:AI repository in July.<br />
}}<br />
<br />
{{news<br />
|title=Monthly update for June, 2014<br />
|author=ShipIt<br />
|date=2014-08-04<br />
|content=<br />
* UI<br />
** Started to convert the hospital window<br />
** Fix some hospital employee sceen issues<br />
** Prevent building more facility of a type than its maxCount limit<br />
* Battlescape<br />
* Campaign<br />
** Reduce use of UFO_HARVESTER<br />
** Continued work on Implants<br />
** Cleanup in employee code<br />
* Maps<br />
** Updated multiplayer support<br />
** Updated +village map theme<br />
** Map [gate] - cleanup<br />
** Map [+farm] added Gunboat UFO<br />
** Some minor fixes in +farm, +africa, +desert and alienbase maps<br />
** Updated +mansion map theme<br />
** Map [mine] added alternative entrance<br />
* Translation<br />
** Ukrainian & Russian translations: small fixes and updates<br />
* General<br />
** Replaced sound files with gpl versions<br />
** Continued work to make aircraft types scriptable<br />
** Continued work on LUA AI<br />
** Failed attempt to compile the project in c++11 mode<br />
** Use libgtest for our tests - libcunit is no more<br />
** Updated SDL to latest mercurial version<br />
** Added GameTest::CountSpawnpoints<br />
* Bugfixes<br />
** {{bug|5323}} make the whole message header clickable<br />
** {{bug|5334}} Complitly destroed ui<br />
** {{bug|5335}} Compile error on Mac OS 10.9: ...<br />
** {{bug|5336}} Compile error on Mac OS 10.9: ...<br />
** {{bug|5253}} [mapcompiler] -fix option writes unnecessary content<br />
** {{bug|5337}} Compile error on Mac OS 10.9: ...<br />
** {{bug|5341}} Armor icon in soldier equipment screen invisible <br />
** Fixed newline at the beginning of a map file if you run ./ufo2map -fix <map><br />
** Fixed duplicated worldspawn settings for epairs<br />
** Fixed new upload paths on sf.net<br />
<br />
<br />
In total, 327 commits were made in the UFO:AI repository in June.<br />
}}<br />
<br />
{{news<br />
|title=Let's play<br />
|author=mattn<br />
|date=2014-07-21<br />
|content=<br />
Ildamos - the guy behind {{http|imbacore.blogspot.com/2012/03/downloadable-pc-full-version-freeware_6555.html|a 5,000-word UFO: AI review}} is back. This time he created a Let's Play for our beloved game.<br />
<br />
[ht<!-- -->tp://www.youtube.com/playlist?list=PL8z5KevvdJP1cN5ePFe_HMgXQGsH8Nc5G Here's the playlist]<br />
<br />
* Part 1: Where we equip our soldiers, assign tags, buy equipment, and task our scientists to research Continuous Wave Laser Operation.<br />
: [ht<!-- -->tp://www.youtube.com/watch?v=yc0Hnd2INes Part 1]<br />
<br />
* Part 2: Where we finish equipping our warbirds, shoot down a UFO, land in an area separate from the crash site, and take down three aliens who are killing civilians. More than two of our troops sustained serious wounds in the exchange.<br />
: [ht<!-- -->tp://www.youtube.com/watch?v=ZVC6ljvf4AE Part 2]<br />
<br />
* Part 3: Where we swap out wounded soldiers for fresh ones and land on the crash site where we shot down that UFO in Part 2. Killed four aliens in this round but not without a sniper taking a shot. One PHALANX operative --- an assault soldier got wounded gravely. He exchanged several shots with an alien though, taking it down but nearly dying --- 3 hit points left!! --- in the process.<br />
: [ht<!-- -->tp://www.youtube.com/watch?v=00CnV8FDhn4 Part 3]<br />
}}<br />
{{news<br />
|title=Congratulations, it's an..... awesome game<br />
|author=mattn<br />
|date=2014-06-28<br />
|content=<br />
At 12:53 MET UFO: Alien Invasion was reborn into a world without alien wars. We are proud to give it the name [[Changelog/2.5|2.5]].<br />
<br />
At the time we released 2.4 (2012-05) we planned to put out the next release a lot faster. So much for the theory. It took us more than two years to release the version 2.5. This version is the next big milestone for making the game feature complete. We took the time to balance and tweak a lot on the campaign to improve the fun and replayability for all of you.<br />
<br />
As a sidenote we have replaced all our assets with Debian compatible licenses which will hopefully bring us a lot more players since we now can be part of the big Debian/Ubuntu universe. It only took us a few years to reach this goal. Thanks for everyone to support us.<br />
<br />
Make sure to check out the [[Changelog/2.5|Changelog]] and [[Download|download]] the game. We hope to be able to provide some more binaries and installers in the next few days. Hopefully we will be available via '''apt-get install ufoai''' on Debian and Ubuntu very soon, too.<br />
<br />
You should also make sure to not miss the next big thing we are working on since a few months now. The UI redesign. This is what we are going to call [[Changelog/2.6|2.6]]. The majority of this version will be about UI. Let's see how long it'll take to release that baby.<br />
<br />
Please make sure to spread the word on facebook, twitter, blogs or whatever other social media channel you use. Reviews would be awesome, too - please let us know about them (so that we can link them). But most importantly - go and play the game!<br />
<br />
'''We are also always looking for new contributors. If you know how to code c/c++ or want to learn it - or you know how to create models, textures or like to create maps, please please contact us.'''<br />
<br />
* [[Media/Screenshots|Screenshots]]<br />
* [[Changelog/2.5|Changelog]]<br />
* [[Download]]<br />
}}<br />
{{news<br />
|title=Monthly update for May, 2014<br />
|author=mattn<br />
|date=2014-06-07<br />
|content=<br />
* UI<br />
** Updated won/lost screens<br />
** Updated the research screen<br />
** Updated the base attack popup<br />
** Renamed nodes<br />
** Improved widescreen support<br />
** UFOPedia: Small model is now hidden when the big picture is chosen.<br />
** Changed sequence color to white<br />
** Added {{command|ui_restart}} console command to test ufo script file changes without a restart<br />
** Fixed {{bug|5320}} (Hitting close button in mailclient different from hitting esc)<br />
* Battlescape<br />
** Fixed {{bug|5318}} (IR goggles don't work)<br />
** Improved the lua AI<br />
** Autostand for the AI.<br />
** Adjusted the AI 'hiding' a bit.<br />
** Tweaked the AI damage scoring a bit.<br />
** Adjust the AI friendly fire check.<br />
** Fixed: AI considering their own weapon instead of the enemy's when hiding<br />
* Maps<br />
** +solarplant: Fixed minor pathing issue<br />
** mine: Fixed unpassable square<br />
** office: Fixed some impassable squares<br />
* General<br />
** First attempts to make aircraft types scriptable<br />
<br />
<br />
In total, 306 commits were made in the UFO:AI repository in May.<br />
}}<br />
{{news<br />
|title=Next licensing step<br />
|author=mattn<br />
|date=2014-06-01<br />
|content=<br />
Our final goal for the licensing was reached today. We are now fully Debian compliant. This is true for both 2.6-dev and [[Changelog/2.5|2.5]]. You can find the list of licenses {{http|ufoai.org/licenses/|here}}.<br />
<br />
We can now finally prepare the 2.5 release and we really hope that we are a part of the Debian world from that release on. We would reach a lot more users with that and hopefully would also get some new contributors.<br />
<br />
Stay tuned for the monthly that is hopefully going to be posted soon.<br />
}}<br />
{{news<br />
|title=The Ninex.info Server Team is once again in need of your help.<br />
|author=NineX<br />
|date=2014-05-07<br />
|content=<br />
The server is currently hosting Two projects: "UFO: Alien Invasion," and "OpenXcom."<br><br />
To continue providing hosting services we will need to raise funds for the coming year, to pay for both the service and possibly some new hardware, or a new server computer altogether, especially if such services are to be provided free of advertisements on the project websites.<br><br />
<br><br />
In addition to the two projects mentioned, we also host additional programming and development tools for the community, including a snapshot autobuilder for OpenXcom, and a buildbot for UFO: Alien Invasion.<br><br />
We also welcome new projects that are freely available and preferably open-source in nature, and hope to continue to provide tools for the community to grow, but we will need your help and support to do so.<br><br />
<br><br />
Please consider a donation for our cause, which you can give via the following link:<br><br />
<br><br />
For European Users (EUR): <paypal>1</paypal><br />
For USA Users (USD): <paypal>2</paypal><br />
<br><br />
[bitcoin:16vcmLQBjWXQ3vcnHcb3PTUTNyBudKsV9q?label=NineX.info Donate Bitcoin]<br />
<br><br />
We sincerely thank you for any support you provide.<br />
}}<br />
{{news<br />
|title=Monthly update for April, 2014<br />
|author=mattn<br />
|date=2014-05-01<br />
|content=<br />
* Battlescape<br />
** Added stun damage bar to the hud<br />
** Make smoke from grenades cause a small amount of stun damage<br />
** Actors now also touch triggers at the start of the round<br />
** Made stunned actors affected by fire fields and other hurt triggers<br />
** Made use of the new weather system<br />
** Also remove the stunnedactor particle when the actor dies!<br />
** Remove stunnedactor particle when the actor perishes.<br />
** Send death/stun states for invisible actors.<br />
* Maps<br />
** +resort: Minor fixes<br />
** +frozen: Minor fixes<br />
** +village2: New 2x2 map tile<br />
** +city3: Updated<br />
** +village2: Add connector tile and assembly<br />
** Updated various prefabs<br />
* Translations<br />
** Italian translation update {{patch|5300}}<br />
<br />
<br />
In total, 145 commits were made in the UFO:AI repository in April.<br />
<gallery><br />
File:Village2-newtile1.jpg | New +village2 tile<br />
File:Village2-newtile2.jpg | New +village2 tile<br />
File:Village2-newtile3.jpg | New +village2 tile<br />
</gallery><br />
}}<br />
{{news<br />
|title=CaveExpress source code release<br />
|author=mattn<br />
|date=2014-04-07<br />
|content=<br />
As promissed, the {{http|caveproductions.org|CaveExpress}} source code is now available on {{http|github.com/mgerhardy/caveexpress}}. The source is released under the GPL3 and the game data is released under CC BY-NC-SA 3.0.<br />
<br />
<gallery><br />
File:Caveexpress-angry-dino.jpg | Angry dino<br />
File:Caveexpress-multi-packages.jpg | Multi packages<br />
File:Caveexpress-npc-flying.jpg | Flying dino<br />
</gallery><br />
}}<br />
{{news<br />
|title=Monthly update for March, 2014<br />
|author=mattn<br />
|date=2014-04-01<br />
|content=<br />
* Maps<br />
** +harbour some minor fixes<br />
** +city3 updated<br />
* Scripting<br />
** Fixed assert for MAX_AMMOS_PER_OBJDEF<br />
** Attempt to improve alien team and equipment definitions<br />
** Updated cities.ufo<br />
* Sounds<br />
** Fixed sounds with a bad sample rate (Thanks to Crystan)<br />
* UI<br />
** Correctly update info on actor wounds when opening the inv/stats window.<br />
** Added toggle rescue zone button<br />
** New mapicons for a lot of maps<br />
** New icons for rescue zone (draft, could be somewhat changed)<br />
* Battlescape<br />
** Speedup for rerouting of stacked tiles<br />
** Fixed an ancient bug in with box traces<br />
** Bumped bsp version (recompile your maps)<br />
** AI friendly fire check only used the weapon spread instead of effective spread<br />
** Attempt to fix {{bug|5272}} (Smoke grenade, while crouching)<br />
* General<br />
** Fixed SV_CompleteMapCommand<br />
** Fixed Item::getFastestFireDef<br />
<br />
<br />
In total, 220 commits were made in the UFO:AI repository in March.<br />
}}<br />
{{news<br />
|title=Monthly update for February, 2014<br />
|author=ShipIt<br />
|date=2014-03-26<br />
|content=<br />
* General<br />
** Lots of code refactoring.<br />
** UI2 - reworked aircraft panel<br />
** UI2 - reworked HUD functions<br />
** Adjustments in AI code.<br />
** Improved pathfinding code - rerouting for stacked tiles (city2 -40%, mansion_huge -10%<br />
** Increased MAX_OBJDEFS by two.<br />
** Implemented FR {{fr|5277}} (Extend debug info about alien´s inventory/encumbrance)<br />
* Translations<br />
** Updated German translation<br />
* Bugs<br />
** Fixed bug {{bug|5235}} (Crash when trying to max researchers in non researchable tech).<br />
** Fixed a bug in the AI code that was causing the AI to always pick the last entity possible as target.<br />
** Fixed dependencies in debian/control for newer deb-based distributives.<br />
* Campaign<br />
** Implemented FR {{fr|4939}} (Move aircraft being transfered out from source base so it does not affect capacity checks).<br />
** Changed option text in aircraft menu to "_Soldiers & Pilots".<br />
** Fixed possible problem with aliens never equipping Kerrblades.<br />
** Allow auto-equip to put a weapon in the backpack as last option.<br />
** Some minor fixes and improvments in equipment definitions.<br />
** Removed "Soldier entered/left the rescue zone" message.<br />
* Maps<br />
** Some minor fixes in harbour2 map.<br />
** Implemented FR {{fr|4988}} glowmaps for tex_ufo/ textures.<br />
** Map [mansion] removed door entities to avoid 'strange-lighting' bug.<br />
<br />
<br />
In total, 178 commits were made in the UFO:AI repository in February.<br />
}}<br />
<br />
<br />
{{news<br />
|title=Monthly update for January, 2014<br />
|author=mattn<br />
|date=2014-02-15<br />
|content=<br />
* Battlescape<br />
** Optimized the routing calculation code (speedup round about 33%)<br />
** Now misc_mission spawned particles are freed correctly<br />
** Splash effects for weather particles<br />
** Basic implementation fo FR #5181 (Indicators for aborted reaction fire)<br />
* General<br />
** Improved SDL2 fullscreen and resolution handling<br />
** Updated icon packs and a lot of work on the UI conversion<br />
* Translations<br />
** Updated German translation<br />
** Updated English translation<br />
** Updated Polish translation<br />
** Updated Spanish translation<br />
** Updated Russian translation<br />
** Updated Ukrainian translation<br />
* Bugs<br />
** Fixed {{bug|5235}} (Crash when trying to max researchers in non researchable tech)<br />
** Fixed {{bug|5249}} (Connection to IRC crashes the game when DEBUG_CLIENT is set)<br />
** Fixed {{bug|5146}} (stunnedactor particle isn't shown)<br />
** Fixed {{bug|5200}} (Game not paused when enemy in sight moves)<br />
** Fixed {{bug|5262}} (Q_vsnprintf spamming)<br />
* Campaign<br />
** Hire employees by clicking on their heads in base view<br />
** Added radartower, ufoyard and samsite models to ufopedia<br />
* Skirmish<br />
** Increased maximum soldiers limit in skirmish<br />
** Fix alien skirmish counter<br />
* Maps<br />
** +harbour2 (Some minor fixes in mh_a_09.map)<br />
<br />
<br />
In total, 168 commits were made in the UFO:AI repository in January.<br />
<br />
A lot of work was made in the UI conversion - ensure to check the latest dev build out.<br />
}}</div>ShipIthttp://ufoai.org/w/index.php?title=User:H-hour&diff=42132User:H-hour2014-06-17T05:05:01Z<p>ShipIt: /* Items delayed to 2.6 */</p>
<hr />
<div>==Contributions==<br />
* Alien Base map {{http|ufoai.org/forum/index.php/topic,4979.60.html}}<br />
* MP/Skirmish maps (Training Zones Alpha and Bravo)<br />
<br />
==Maintenance / Modifications==<br />
* Lots of textures to replace those without appropriate licenses<br />
* Texture work on new Stiletto [[:File:New_Stiletto.jpg]]<br />
* Map errors<br />
* Weapon and campaign balance<br />
<br />
==Work in Progress==<br />
* Completing Alien Base map<br />
* Custom UI [[TODO/UI2]] and {{http|ufoai.org/forum/index.php/topic,6387.msg49896.html}}<br />
* Weapon and campaign balancing for 2.5<br />
* Web-based campaign viewer and data analyser<br />
<br />
==Wish List / Proposals==<br />
* Improvements to multiplayer [[TODO/2.5#Multiplayer]]<br />
* Visibility system, even one that starts simple. [[Gameplay_Proposals/Visibility#Roadmap]]<br />
* Better map selection [[Proposals/Map_Definitions_Options]]<br />
<br />
==Planned Projects==<br />
* Crashed Carrier UFO map [[Storyline_Missions]] [[UFO/Carrier]]<br />
* Large city RMA. Have some ideas, but it's a big project that needs to be done right. Don't know when it will happen if it ever does.<br />
<br />
==Personal 2.5 TODO list==<br />
* {{open}} Campaign balancing<br />
** {{open}} Check out Telok's save game to see when items were researched, how many UFOs were encountered, etc. {{http|ufoai.org/forum/index.php/topic,8035.0.html}}<br />
** {{done}} Schedule appearance of aliens, weapons and UFOs<br />
** {{done}} Balance weapons and aliens; aircraft weapons and UFOs<br />
*** {{done}} Make sure each aircraft can compete and is worth buying when it is introduced<br />
*** {{done}} Adjust laser timing and damage<br />
*** {{done}} Check human armour resistances for balance with new campaign schedule.<br />
*** {{done}} Adjust alien team sizes and available recruits to match [[Proposals/Campaign_Staging|staging]]<br />
*** {{open}} ShipIt: Is the transition from one stage to another to sudden? Should we smooth this by overlapping some interest settings in the alienteam_missions.ufo?<br />
*** {{done}} Check if aliens will use their stun grenade. If not, remove it from equipment sets.<br />
*** {{done}} Adjust XVI timing.<br />
*** {{done}} Adjust base building timing.<br />
*** {{done}} Particles and needlers<br />
*** {{open}} Rethink plasma pistol so it is not such a difficult reaction-fire weapon right at the start of the game.<br />
** {{done}} Modify research tree paths<br />
*** {{done}} Add missing items<br />
**** {{done}} Alien Polymer Armour<br />
**** {{done}} Alien EW (craft item)<br />
**** {{done}} Advanced Alien Propulsion<br />
**** {{done}} Antimatter Bolter Ammo (model provided)<br />
**** {{done}} Hybrid Missile<br />
**** {{done}} Hybrid Rocket for RPG<br />
**** {{done}} [[Proposals/Encased_Plasma_Round|Encased Plasma Round]]<br />
*** {{done}} Modify research times<br />
*** {{done}} Determine and implement proper storyline research paths<br />
**** {{open}} XVI map should not be available until rs_xvi_census is researched.<br />
***** {{open}} Does the XVI map appear too early? Check Universal Serum as well. User reported seeing it early.<br />
** {{done}} Adjust disassembly times, volume of antimatter/alien materials received, and antimatter fuel costs for advanced interceptors/dropships.<br />
*** {{done}} Check profit margins on sale of antimatter/alien materials.<br />
* {{done}} Adjust equipment [[Proposals/Equipment_Weights|weight values]]<br />
** {{done}} Review alien weight/equipment and TUs<br />
* {{done}} Configure UFO spawning chances to average about 100 UFOs in 13 months.<br />
* {{open}} Give RMAs a mission briefing.<br />
* {{open}} Figure out how to change the equipment available in skirmish/multiplayer<br />
** That'd be equipment.ufo (equipment defs) + gamemodes.ufo (where to use what) I think --[[User:DarkRain|DarkRain]] 20:43, 4 March 2013 (SAST)<br />
** See: {{bug|5007}}<br />
** Multiplayer initial has been done. --[[User:H-hour|H-hour]] 22:57, 14 August 2013 (CEST)<br />
* {{open}} Check for possible weight system exploit: if a soldier drops a heavy weapon at the end of the turn, then picks it up at the start of the next turn, can they gain TU that way? Might be hard with armour to make it meaningful, but might be possible.<br />
** {{open}} Exploit exists. But how do we get around it? Should it cost more TU to pick something up? In my experiment, I had a guy just at 20+%. I dropped a laser rifle and got the speed bonus next turn. First turn: 31 TU. Second turn: 42 TU. If you subtract the TU it cost to pick up the weapon, then he gained 9 TU from the exchange. That means we'd have to increase the cost of picking something up to 11 TU to cancel out the bonus. That seems pretty high... but I guess the act of picking something up isn't used a ton. I guess it would be most used for medikits, maybe rockets for the RPGs...<br />
*** One possible (but perhaps confusing) workaround. If a soldier picks up an item that bumps him from one encumbrance level to another, maybe have him lose/gain the same proportion of TU in the middle of the turn but just for his remaining TU. So, if I've got the TU bonus and I've already spent half of my TUs, then pick up a weapon that makes me "normal" encumbrance, half the percentage TU effect the remaining half of my TUs. It could work in reverse as well. If I have half of my TUs and drop a weapon that takes me from "normal" to "fast" weight, I will gain the percentage TU effect of my remaining TUs.<br />
* {{open}} Could we have an airburst mode for the RPG? Would that make it much more useful?<br />
* {{done}} Bolter's high TU cost and low ammo count makes it extremely difficult to use. Increase accuracy more to make the trade-off worth it.<br />
** {{done}} Look into coilgun as well, and its trade-off with the Sniper Rifle with Encased Plasma.<br />
* {{done}} Revert intra-weapon firemode differentiation between assault/sniper. Assault weapons always assault, Sniper weapons always sniper.<br />
* {{done}} Also revert crouch penalties in all cases. (Make sure MG isn't the only one)<br />
* {{done}} Maybe we could use the Gunboat UFO for a wider range of mission types. Right now it´s only used for Intercept missions. --[[User:ShipIt|ShipIt]] 09:57, 8 June 2013 (CEST)<br />
* {{open}} In my campaign the ammo for PB-Rifle and PB-Pistol are available at the market at late stage. As we cannot produce it, this shouldn´t happen, should it? --[[User:ShipIt|ShipIt]] 13:41, 8 June 2013 (CEST)<br />
<br />
== Items delayed to 2.6 ==<br />
* {{open}} Production/Market Balance {{forum|6890|0|description}}<br />
* {{open}} Transfer worldspawn values to UMP files for as many RMAs as possible.<br />
* {{open}} Add crashed ufo tiles and use new tile reference system<br />
** {{open}} Check on gunboat status<br />
** {{open}} Enough corrupter tiles?<br />
* {{open}} Players often complain about getting recruits with "mediocre" or "poor" stats. Maybe we should change those descriptions to something more positive, or even entirely remove them. --[[User:ShipIt|ShipIt]] ([[User talk:ShipIt|talk]]) 07:05, 17 June 2014 (CEST)<br />
<br />
[[Category:UFO:AI Team]]</div>ShipIthttp://ufoai.org/w/index.php?title=Mapping/Suggestions&diff=42077Mapping/Suggestions2014-03-04T19:19:32Z<p>ShipIt: /* Suggestions */</p>
<hr />
<div>==About==<br />
This site will hold ideas and suggestions for new maps. Describe the environment you have in mind as close as possible. Please also have a look at the [[Mapping:List_of_Maps|list of existing maps]].<br />
<br />
==Suggestions==<br />
* Every RMA needs an assembly without an UFO, to be usable for missions where aliens use no UFO to get there. This will happen more often the more the campaign progresses. --[[User:ShipIt|ShipIt]] 22:02, 3 October 2012 (SAST)<br />
* Maybe we should keep in mind the fact that the year is 2084! Things change quickly ;) - Metalhead42<br />
* Crash sites (random assembly if possible) (only random assemblies if you ask me - maybe with few exceptions--[[User:Zenerka|Zenerka]] 09:33, 6 April 2007 (CEST))<br />
** American desert highway, with cactuses and bull skulls and everything. --BTAxis<br />
*** See gasstation map<br />
** Desert (redressed ice-terrain ?)<br />
** {{wip}} Oasis --[[User:Zenerka|Zenerka]] 09:33, 6 April 2007 (CEST) ;-)<br />
** Jungle (modify tropic, add lots of trees)<br />
*** First of all we need to solve the issue of blocking line of fire by plants/trees--[[User:Zenerka|Zenerka]] 09:33, 6 April 2007 (CEST)<br />
** Forest<br />
** Mountains<br />
** Beach<br />
** Desert - there's a significant lack of wide open, "boring" landscapes in the game in 2.4<br />
** The vast majority of the world's surface is not inhabited. Crash sites really should be 50%+ no or few buildings.<br />
<br />
* Terror sites, Infrastructure attacks and the like<br />
** Osama bin Laden compound, complete with downed Firebird dropship.<br />
** White House lawn and small part (real building is a frickin warren with tons of levels and rooms).<br />
** 10 Downing Street<br />
** UN Plaza with the flagpoles<br />
** Statue of Liberty entrance, another map for top observation level<br />
** Lincoln Memorial - reasonably simple in real life<br />
** Arc de Triomphe in Paris - base only<br />
** Space Shuttle launch platform<br />
** Golden Gate Bridge section<br />
** Alcatraz Prison section - see movie "The Rock" with Sean Connery<br />
** Guantanamo Bay prison camp<br />
** Inside of a Pyramid<br />
** Moored submarine<br />
** Moored Navy warship<br />
** Oil platform (assembly possible?)<br />
** Cargo ship, oil tanker - like in "Terror From The Deep" --Sirg<br />
** Cruise ship (lot's of civilians, Terror mission) --Hoehrer<br />
***I hated those missions in TFTD! We are going to need more than 8 civilians for a cruise ship attack (don't know if that is possible or not). I don't know why the aliens couldn't just hit the ship with a missile anyway, given how easily they could do that. Nonetheless a good idea. - Metalhead42 23:45(U.S.A. EST) April 7, 2007 <br />
** Government offices. <br>Those will come in handy regarding the storyline. It's likely that we'll have governments siding with the aliens, and so it's very probable that we'd want to have missions in their offices, for example to kill a converted politician. Also for U.N. headquarters defense missions, to come up with a random example. --BTAxis<br />
** Seaside tourist trap. --BTAxis<br />
*** see pdi08<br />
** Big factory (like Boeing's) with large halls and places to climb for snipers. --Sirg<br />
** Nuclear power plant (meltdown optional ;)) --Sirg<br />
*** a version in maps/unfinished<br />
** electric power transformation substation --Wh1sper<br />
*** haw1 is working on it--[[User:Zenerka|Zenerka]] 09:33, 6 April 2007 (CEST)<br />
** more city maps - terror would go to cities most likely--[[User:Zenerka|Zenerka]] 09:33, 6 April 2007 (CEST)<br />
** terror mission in school, but does engine support children models? --Maheusz<br />
** 'Trial by fire' for singleplayer and multiplayer coop would be a map series using the trigger_nextmap to call the next map once the actual one is won. Would be like levels I guess, starting easy and getting harder each map/level, going unbeatable in the last missions. Should have no end, just for kicks for players to prove how far they can go. No need to make the maps elaborate, they should be pretty simple instead. Having a theme (inspired by the existing maps) for each stage/level would be great. [[User:ShipIt|ShipIt]]<br />
<br />
* Unique missions and Landmarks<br />
** Alien mothership, again for storyline purposes. Possibly, we can use the alien base maps for the mothership. -- BTAxis<br />
*** See ''colon'' map.<br />
** Friendly aircraft shot down/Pilot rescue - Metalhead42<br />
***The developers of UFO: Aftermath did this, and while they messed it up entirely (it was just a "secure-the-area" kind of map with no pilot) it could make the campaign more interesting. You could lose the pilot if he was KIA, and make them expensive to buy in order to make the player want to keep them alive. Sensitive information can also be an objective-to-be-destroyed, thats always a common goal of any CSAR operation. - Metalhead42 23:55(U.S.A. EST) April 7, 2007<br />
** The Eiffel Tower. --BTAxis<br />
*** we only have 8 levels :-D [[User:Mattn|Mattn]] 17:58, 22 February 2007 (CET)<br />
**** Make one map with first 8 levels, when it is finished (and won), immediately launch next mission with different map - next 8 levels, when it is finished (and won), immediately [...] <br />
*** Although this sounds like a good idea (for multi player maybe?), I can't see this being of any use for the single player campaign. Some landmarks do have alot of people around them (good for terror missions), but for something like the Eiffel Tower is going to be a pain in radiant. - Metalhead42 23:38 (U.S.A. EST) April 7, 2007 <br />
;)--[[User:Zenerka|Zenerka]] 13:08, 18 March 2007 (CET) <br />
** Soldiers start on the top of a tower in a big city (like twin tower was!) and must descend to kill all of the aliens! - Marte<br />
* '''swamp''' map with sitter's hovercraft and plant models<br />
* airfield<br />
<br />
==More map-tiles for assembling random maps==<br />
=== Crash Sites ===<br />
The following is a list of crash sites that will be needed for random map generation. They should be built in standard tile format, and look like a real crash. Broken buildings and trees, skid marks, the works. Make it pretty.<br />
<br />
Completed crash tiles should be saved as a template and committed to the {{datasource}} branch. From there mappers can create assembly-specific versions.<br />
<br />
Look in: \base\models\objects\alien\ufo_crashed for the models. See [[Aircraft|Aircraft]] for more details on the UFOs.<br />
<br />
*{{open}}UFO Scout<br />
*{{open}}UFO Fighter<br />
*{{open}}UFO Harvester<br />
*{{open}}UFO Gunboat<br />
*{{open}}UFO Supply Ship<br />
*{{open}}UFO Corrupter<br />
*{{open}}UFO Ripper<br />
*{{open}}UFO Bomber<br />
*{{open}}UFO Battleship<br />
<br />
===Village===<br />
Housing:<br />
* 3-4 garages in a row<br />
* doghouse<br />
* mailbox for houses<br />
* Swimmingpool<br />
* more types of existing tiles (houses, park, playground ...)<br />
Public:<br />
* Kiosk with newspapers<br />
* Garden-chess (just checkerboard stone-tiles on ground + box for the pieces)<br />
* Tennis-field (from stadion-map)<br />
* Art / Statue / Sculpture<br />
Traffic:<br />
* T-shape street-connection for other directions<br />
* Roundabout / rotary<br />
* Zebra-crossing / traffic-lights<br />
* motorcycle (perhaps with futuristic design?)<br />
* Bus-station<br />
* Monorail<br />
Nature:<br />
* brushes / trees / rocks<br />
* park with flowers<br />
* small brook / duck-pont<br />
<br />
===Rural===<br />
* {{done}} slice up the farm-map to get tiles for random assembly<br />
* meadows (with some cows)<br />
* wheat-fields / corn-fields, high enough to hide a soldier when crouching, and burning when flamed :-)<br />
<br />
===Tropic===<br />
* alien ship on tropic map<br />
* small house with power-generator (where did they get electricity out in the jungle?)<br />
* house for guards/personnel (with several bunk-beds like in bunker-map)<br />
* terrain with paths / tracks<br />
* some more types of rocks<br />
* trees<br />
<br />
===Frozen===<br />
* raised hide (for hunters) - modify climbing-hut from village-playground<br />
* rocks / hills (from lake-map and ice-map)<br />
* Snowman<br />
* more housetypes:<br />
** Sauna<br />
** Shed with snowmobile<br />
** igloo<br />
<br />
===Ice===<br />
* a map tile with some kind of radar station --[[User:ShipIt|ShipIt]] 22:04, 3 October 2012 (SAST)<br />
<br />
==Other==<br />
Some houses look like someone lives there, but they don't have bedrooms,<br />
which is odd - maybe it was forgotten ?<br />
<br />
* farm-map: Farmhouse<br />
* tropical-map: big house<br />
* village-map: Flat above shop on first floor<br />
* construction-map: appartement on second floor<br />
<br />
==Links==<br />
* [[Mapping]]<br />
* [[Contribute]]<br />
<br />
[[Category:Contribute]]<br />
[[Category:Mapping]]</div>ShipIthttp://ufoai.org/w/index.php?title=UFO-Scripts/maps.ufo&diff=42076UFO-Scripts/maps.ufo2014-03-02T20:52:36Z<p>ShipIt: /* Parameters */</p>
<hr />
<div>This page describes the map definition format. Every map should have one to get included in the campaign and is selectable from the skirmish and multiplayer menu.<br />
<br />
==Terrain types==<br />
* desert<br />
* arctic<br />
* cold<br />
* water<br />
* mountain<br />
* tropical<br />
* grass<br />
<br />
Also see [[Mapping/Terrain_Types|Terrain types]]<br />
<br />
==Culture types==<br />
* eastern<br />
* western<br />
* oriental<br />
* african<br />
<br />
Also see [[Mapping/Terrain_Types|Culture types]]<br />
<br />
==Population types==<br />
* urban<br />
* suburban<br />
* village<br />
* rural<br />
* nopopulation<br />
<br />
Also see [[Mapping/Terrain_Types|Population types]]<br />
<br />
==General==<br />
If you create a terrain, culture or population block and leave it empty, this means, that all the values match.<br />
<br />
==Triggers==<br />
You can add special triggers for campaign related missions with:<br />
* onwin<br />
* onlose<br />
<br />
===Trigger commands===<br />
* cp_add_researchable <tech-id><br />
: "Add a tech as researchable"<br />
* cp_add_item <item-id><br />
: "Add an item as collected"<br />
* cp_changehappiness <absolute-happiness-value><br />
: "Function to raise or lower nation happiness."<br />
* cp_endgame<br />
: "This command will end the current campaign"<br />
<br />
==UFO types==<br />
* craft_ufo_scout, craft_crash_scout,<br />
* craft_ufo_fighter, craft_crash_fighter,<br />
* craft_ufo_gunboat, craft_crash_gunboat<br />
* craft_ufo_harvester, craft_crash_harvester,<br />
* craft_ufo_bomber, craft_crash_bomber<br />
* craft_ufo_corrupter, craft_crash_corrupter<br />
* craft_ufo_supply, craft_crash_supply<br />
<br />
==Aircraft types for dropships==<br />
This is for skirmish only - in general your map should support every dropship if you want to get it included into the game (or it should not use any dropship)<br />
* craft_drop_firebird<br />
* craft_drop_herakles<br />
* craft_drop_raptor<br />
<br />
==Parameters==<br />
;mapdef<br />
:This is the name that will be shown for the map in the single player skirmish mode menu.<br />
;map<br />
:This is the name of the .bsp file, e.g "example". If the map is an RMA it needs to be "+example".<br />
;description<br />
:Is used in the campaign to describe the location the mission takes place in. The underline is used to mark this as translatable.<br />
;param<br />
:This is the name of the assambly that will be loaded from the *.ump file. <br />
; maxaliens<br />
:The maximum number of aliens to spawn on the map. Note this is not necessarily the number of available spawnpoints. We can put a lot of spawnpoints in the map and limit the number of aliens by the '''maxaliens''' parameter, depending on the map size. Setting '''randomspawn''' will distribute them to the spawnpoints at random. This way we avoid spawning an army of aliens on a very small map, while still keeping diversity.<br />
:Note: The number of aliens is still limited by the UFOs crew number.<br />
; singleplayer [[V_BOOL]]<br />
:Whether or not to use this map in single player games (like skirmish). Default: true<br />
; multiplayer [[V_BOOL]]<br />
:Whether or not to use this map in multiplayer games. Default: false<br />
; campaign [[V_BOOL]]<br />
:Whether or not to use this map in the campaign. Default: true<br />
<br />
==Example==<br />
mapdef oilpipes_small<br />
{<br />
map "+industrial"<br />
param "small"<br />
description "_Industrial theme."<br />
size "small"<br />
teams 4<br />
multiplayer false<br />
maxaliens 6<br />
hurtaliens false<br />
<br />
aircraft <br />
(<br />
craft_drop_firebird<br />
craft_drop_raptor<br />
craft_drop_herakles<br />
)<br />
<br />
ufos<br />
(<br />
craft_ufo_scout<br />
craft_ufo_fighter<br />
)<br />
<br />
terrains<br />
(<br />
// empty or missing block means "all"<br />
)<br />
<br />
cultures<br />
(<br />
"western"<br />
)<br />
<br />
populations<br />
(<br />
"village"<br />
"suburban"<br />
"urban"<br />
)<br />
}<br />
<br />
<br />
[[Category:Contribute]]<br />
[[Category:UFO-Scripts]]<br />
[[Category:Mapping]]</div>ShipIthttp://ufoai.org/w/index.php?title=Talk:German&diff=42058Talk:German2014-02-07T05:37:28Z<p>ShipIt: </p>
<hr />
<div>Hier sind einige meiner Gedanken zum Thema Übersetzung. Ich hätte gern die Zustimmung/Ablehnung einiger namhafter deutscher Entwickler von UFO:AI, bevor ich sie zu 'Regeln' erhebe.<br />
<br />
In der deutschen Sprache wimmelt es nur so von Anglizismen. Insbesondere bei Nutzern von Computerspielen kann erwartet werden, daß sie zumindest die gängigsten davon kennen. Also: nicht alles, was übersetzt werden *kann*, muß auch zwanghaft übersetzt werden. Wir brauchen keinen "Viertopfzerknalltreibling".<br />
<br />
Das Wort "Alien" hat im Englischen ebensoviel/wenig Berechtigung wie im Deutschen. Ist nämlich lateinisch. Wir haben derzeit gefühlt 95% mit "außerirdisch" übersetzt und sollten das auch kurzfristig durchhalten. Mittel- oder langfristig würde ich perönlich aber gerne zu "Alien" zurückkehren.<br />
* Als Substantiv ist "Alien" schon gut, weil kurz. Es gibt aber kein entsprechendes Adjektiv. Also keine "außerirdischen Waffen" mehr, sondern "Waffen der/von Aliens"? Wenn es ein gutes deutsches Wort gibt, dann würde ich es auch benutzen. Und Außerirdischer/außerirdisch ist gut, oder? [[User:ShipIt|ShipIt]] ([[User talk:ShipIt|talk]])<br />
<br />
Die Typenbezeichnungen eg. "HK47" in den Berichten tragen zur atmosphärischen Dichte bei. In den Kurzbezeichnungen, wie sie in den tooltips oder im Markt verwendet werden, sollten sie weggelassen werden, da sie kein Unterscheidungsmerkmal darstellen. PHALANX verwendet nur genau eine Sorte von "Maschinengewehr".<br />
<br />
Eigennamen, z.B. von Städten, sollten auf keinen Fall übersetzt werden. [[User:ShipIt|ShipIt]] ([[User talk:ShipIt|talk]])</div>ShipIthttp://ufoai.org/w/index.php?title=User_talk:ShipIt&diff=41524User talk:ShipIt2013-06-11T15:15:51Z<p>ShipIt: /* Bookmarks for the 2.5 campaign */</p>
<hr />
<div>== Impressions / Notes from playing the campaign in 2.5-dev ==<br />
After a lot of the campaign balancing changes, the wounds system and the weight system are roughly in place I started a new campaign. Want to keep track of the findings here. Playing on standart difficulty.<br />
<br />
* Only two missions within the first six weeks. The 8th mission already a Harvester, Plasma Rifles and Plasma Blasters. The 9th again Harvester, Shevaar with Plasma Blasters. This gives the feel that the difficulty level is increasing faster than intended.<br />
* Less UFOs mean less income from selling UFOs and loot. Robotic aliens give no loot at all. So some missions end up in a net loss for the player. Also, not beeing able to sell UFOs makes it harder to keep nation happyness in balance. This means the income is mostly from the nations funding at this stage.<br />
* The Wounds System and the Weight System make up for even more micro management (switching soldiers more often after missions to sort the wounded ones out, check the strength improvement of soldiers to possibly increase the equipment load).<br />
* When Fighter UFOs and later Harvesters appear there is a risk of inexperienced players loosing interceptors and being forced to reload the game because of insufficient funds.<br />
* 16th mission - 2084/26/06 armoured Tamans appear, soldiers already wear Plasma Rifles and Pistols, but short on ammo because of limited production capacity<br />
<br />
== Bookmarks for the 2.5 campaign ==<br />
<br />
* 2084 April 1st<br />
** Missions 0<br />
** Bases 2<br />
** Costs 150.600<br />
** Funding 475.899<br />
** Funds 338.960<br />
** UFO-Yards 1<br />
** Soldiers 16<br />
** Scientists 10<br />
** Workers 0<br />
** Pilots 2<br />
** Research -<br />
<br />
** Overall interest: 30<br />
** Individual interest:<br />
** ...0. None -- 0<br />
** ...1. Recon mission -- 20<br />
** ...2. Terror mission -- 0<br />
** ...3. Base attack -- 0<br />
** ...4. Building Base or Subverting Government -- 0<br />
** ...5. Supply base -- 0<br />
** ...6. XVI propagation -- 0<br />
** ...7. Interception -- 0<br />
** ...8. Harvest -- 0<br />
** ...9. Alien base discovered -- 0<br />
** ...10. UFO-Carrier -- 0<br />
** ...11. Rescue mission -- 0<br />
<BR><br />
<br />
* 2084 May 1st<br />
** Missions 2<br />
** Bases 2<br />
** Costs 182.475<br />
** Funding 451.027<br />
** Funds 271.990<br />
** UFO-Yards 1<br />
** Soldiers 16<br />
** Scientists 20<br />
** Workers 0<br />
** Pilots 3<br />
** Research Continuous Wave Laser Operation, Plasma Pistol, UFO Theory<br />
<br />
** Overall interest: 60<br />
** Individual interest:<br />
** ...0. None -- 0<br />
** ...1. Recon mission -- 8<br />
** ...2. Terror mission -- 0<br />
** ...3. Base attack -- 0<br />
** ...4. Building Base or Subverting Government -- 0<br />
** ...5. Supply base -- 0<br />
** ...6. XVI propagation -- 0<br />
** ...7. Interception -- 7<br />
** ...8. Harvest -- 23<br />
** ...9. Alien base discovered -- 0<br />
** ...10. UFO-Carrier -- 0<br />
** ...11. Rescue mission -- 0<br />
<BR><br />
<br />
* 2084 June 1st<br />
** Missions 11<br />
** Bases 2<br />
** Costs 223.325<br />
** Funding 516.240<br />
** Funds 326.049<br />
** UFO-Yards 1<br />
** Soldiers 21<br />
** Scientists 20<br />
** Workers 20<br />
** Pilots 5<br />
** Research Continuous Wave Laser Operation, Plasma Pistol, UFO Theory, UFO Scout, Alien Materials, Alien Autopsy: Taman, Alien Breathing Apparartus, UFO Fighter, Kerrblade, Alien Autopsy: Hoovernet<br />
<br />
** Overall interest: 91<br />
** Individual interest:<br />
** ...0. None -- 0<br />
** ...1. Recon mission -- 93<br />
** ...2. Terror mission -- 18<br />
** ...3. Base attack -- 3<br />
** ...4. Building Base or Subverting Government -- 4<br />
** ...5. Supply base -- 0<br />
** ...6. XVI propagation -- 0<br />
** ...7. Interception -- 44<br />
** ...8. Harvest -- 67<br />
** ...9. Alien base discovered -- 0<br />
** ...10. UFO-Carrier -- 0<br />
** ...11. Rescue mission -- 0<br />
<BR><br />
<br />
* 2084 July 1st<br />
** Missions 18<br />
** Bases 3<br />
** Costs 265.100<br />
** Funding 507.118<br />
** Funds 294.736<br />
** UFO-Yards 2<br />
** Soldiers 23<br />
** Scientists 20<br />
** Workers 20<br />
** Pilots 6<br />
** Research Continuous Wave Laser Operation, Plasma Pistol, UFO Theory, UFO Scout, Alien Materials, Alien Autopsy: Taman, Alien Breathing Apparartus, UFO Fighter, Kerrblade, Alien Autopsy: Hoovernet, UFO Harvester, Particle Beam Weapon, Plasma Rifle, Plasma Blaster, Stun Rod<br />
<br />
** Overall interest: 121<br />
** Individual interest:<br />
** ...0. None -- 0<br />
** ...1. Recon mission -- 73<br />
** ...2. Terror mission -- 10<br />
** ...3. Base attack -- 18<br />
** ...4. Building Base or Subverting Government -- 38<br />
** ...5. Supply base -- 0<br />
** ...6. XVI propagation -- 0<br />
** ...7. Interception -- 88<br />
** ...8. Harvest -- 107<br />
** ...9. Alien base discovered -- 0<br />
** ...10. UFO-Carrier -- 0<br />
** ...11. Rescue mission -- 0<br />
<BR><br />
<br />
* 2084 August 1st<br />
** Missions 25<br />
** Bases 3<br />
** Costs 300.575<br />
** Funding 510.308<br />
** Funds 263.495<br />
** UFO-Yards 2<br />
** Soldiers 23<br />
** Scientists 20<br />
** Workers 30<br />
** Pilots 7<br />
** Research Continuous Wave Laser Operation, Plasma Pistol, UFO Theory, UFO Scout, Alien Materials, Alien Autopsy: Taman, Alien Breathing Apparartus, UFO Fighter, Kerrblade, Alien Autopsy: Hoovernet, UFO Harvester, Particle Beam Weapon, Plasma Rifle, Plasma Blaster, Stun Rod, Alien Body Armour, Nanocomposite Armour, DF-Cartridge, Laser rifle<br />
<br />
** Overall interest: 152<br />
** Individual interest:<br />
** ...0. None -- 0<br />
** ...1. Recon mission -- 190<br />
** ...2. Terror mission -- 30<br />
** ...3. Base attack -- 63<br />
** ...4. Building Base or Subverting Government -- 36<br />
** ...5. Supply base -- 0<br />
** ...6. XVI propagation -- 0<br />
** ...7. Interception -- 116<br />
** ...8. Harvest -- 42<br />
** ...9. Alien base discovered -- 0<br />
** ...10. UFO-Carrier -- 0<br />
** ...11. Rescue mission -- 0<br />
<BR><br />
<br />
* 2084 Sep 1st<br />
** Missions 39<br />
** Bases 4<br />
** Costs 352.800<br />
** Funding 538.600<br />
** Funds 214.725<br />
** UFO-Yards 2<br />
** Soldiers 30<br />
** Scientists 20<br />
** Workers 30<br />
** Pilots 8<br />
** Research Continuous Wave Laser Operation, Plasma Pistol, UFO Theory, UFO Scout, Alien Materials, Alien Autopsy: Taman, Alien Breathing Apparartus, UFO Fighter, Kerrblade, Alien Autopsy: Hoovernet, UFO Harvester, Particle Beam Weapon, Plasma Rifle, Plasma Blaster, Stun Rod, Alien Body Armour, Nanocomposite Armour, DF-Cartridge, Laser Rifle, Antimatter, Plasma Grenade, Plasma and the GL, Alien Autopsy: Sheevar, Alien Autopsy: Boodspider, Monomolecular Blades, Aerial Laser Cannon<br />
<br />
** Overall interest: 183<br />
** Individual interest:<br />
** ...0. None -- 0<br />
** ...1. Recon mission -- 306<br />
** ...2. Terror mission -- 18<br />
** ...3. Base attack -- 39<br />
** ...4. Building Base or Subverting Government -- 158<br />
** ...5. Supply base -- 0<br />
** ...6. XVI propagation -- 0<br />
** ...7. Interception -- 195<br />
** ...8. Harvest -- 26<br />
** ...9. Alien base discovered -- 0<br />
** ...10. UFO-Carrier -- 0<br />
** ...11. Rescue mission -- 0<br />
<BR><br />
<br />
* 2084 Okt 1st<br />
** Missions 49<br />
** Bases 4<br />
** Costs 401.600<br />
** Funding 576.008<br />
** Funds 241.188<br />
** UFO-Yards 2<br />
** Soldiers 39<br />
** Scientists 20<br />
** Workers 30<br />
** Pilots 10<br />
** Research Continuous Wave Laser Operation, Plasma Pistol, UFO Theory, UFO Scout, Alien Materials, Alien Autopsy: Taman, Alien Breathing Apparartus, UFO Fighter, Kerrblade, Alien Autopsy: Hoovernet, UFO Harvester, Particle Beam Weapon, Plasma Rifle, Plasma Blaster, Stun Rod, Alien Body Armour, Nanocomposite Armour, DF-Cartridge, Laser Rifle, Antimatter, Plasma Grenade, Plasma and the GL, Alien Autopsy: Sheevar, Alien Autopsy: Boodspider, Monomolecular Blades, Aerial Laser Cannon, Alien Propulsion, Alien Detection<br />
<br />
** Overall interest: 213<br />
** Individual interest:<br />
** ...0. None -- 0<br />
** ...1. Recon mission -- 354<br />
** ...2. Terror mission -- 78<br />
** ...3. Base attack -- 73<br />
** ...4. Building Base or Subverting Government -- 173<br />
** ...5. Supply base -- 0<br />
** ...6. XVI propagation -- 21<br />
** ...7. Interception -- 196<br />
** ...8. Harvest -- 47<br />
** ...9. Alien base discovered -- 0<br />
** ...10. UFO-Carrier -- 0<br />
** ...11. Rescue mission -- 0<br />
<BR><br />
<br />
* 2084 Nov 1st<br />
** Missions 56<br />
** Bases 4<br />
** Costs 437.175<br />
** Funding 629.958<br />
** Funds 297.282<br />
** UFO-Yards 2<br />
** Soldiers 42<br />
** Scientists 30<br />
** Workers 40<br />
** Pilots 10<br />
** XVI spread 0%<br />
** Research Continuous Wave Laser Operation, Plasma Pistol, UFO Theory, UFO Scout, Alien Materials, Alien Autopsy: Taman, Alien Breathing Apparartus, UFO Fighter, Kerrblade, Alien Autopsy: Hoovernet, UFO Harvester, Particle Beam Weapon, Plasma Rifle, Plasma Blaster, Stun Rod, Alien Body Armour, Nanocomposite Armour, DF-Cartridge, Laser Rifle, Antimatter, Plasma Grenade, Plasma and the GL, Alien Autopsy: Sheevar, Alien Autopsy: Boodspider, Monomolecular Blades, Aerial Laser Cannon, Alien Propulsion, Alien Detection, Alien Launcher, AM-Missile, Laser Pistol, Heavy Laser<br />
<br />
** Overall interest: 244<br />
** Individual interest:<br />
** ...0. None -- 0<br />
** ...1. Recon mission -- 299<br />
** ...2. Terror mission -- 0<br />
** ...3. Base attack -- 55<br />
** ...4. Building Base or Subverting Government -- 217<br />
** ...5. Supply base -- 0<br />
** ...6. XVI propagation -- 42<br />
** ...7. Interception -- 275<br />
** ...8. Harvest -- 68<br />
** ...9. Alien base discovered -- 0<br />
** ...10. UFO-Carrier -- 0<br />
** ...11. Rescue mission -- 0<br />
<BR><br />
<br />
* 2085 Jan 1st<br />
** Missions 72<br />
** Bases 5<br />
** Costs 497.325<br />
** Funding 708.422<br />
** Funds 354.586<br />
** UFO-Yards 2<br />
** Soldiers 42<br />
** Scientists 40<br />
** Workers 40<br />
** Pilots 10<br />
** XVI spread 0%<br />
** Research Continuous Wave Laser Operation, Plasma Pistol, UFO Theory, UFO Scout, Alien Materials, Alien Autopsy: Taman, Alien Breathing Apparartus, UFO Fighter, Kerrblade, Alien Autopsy: Hoovernet, UFO Harvester, Particle Beam Weapon, Plasma Rifle, Plasma Blaster, Stun Rod, Alien Body Armour, Nanocomposite Armour, DF-Cartridge, Laser Rifle, Antimatter, Plasma Grenade, Plasma and the GL, Alien Autopsy: Sheevar, Alien Autopsy: Boodspider, Monomolecular Blades, Aerial Laser Cannon, Alien Propulsion, Alien Detection, Alien Launcher, AM-Missile, Laser Pistol, Heavy Laser, Plasma Blade, UFO Supply, Encased Plasma Rounds, Live Alien, EM-Rifle, The Alien Mind, Odd Behaviour, Alien Communication, Needler Gun, Alien Autopsy: Combat Hovernet, Alien Autopsy: Combat Bloodspider, The Universal Serum, Alien Autopsy: Ortnok, Alien Origins<br />
<br />
** Overall interest: 305<br />
** Individual interest:<br />
** ...0. None -- 0<br />
** ...1. Recon mission -- 311<br />
** ...2. Terror mission -- 132<br />
** ...3. Base attack -- 75<br />
** ...4. Building Base or Subverting Government -- 233<br />
** ...5. Supply base -- 353<br />
** ...6. XVI propagation -- 229<br />
** ...7. Interception -- 513<br />
** ...8. Harvest -- 66<br />
** ...9. Alien base discovered -- 0<br />
** ...10. UFO-Carrier -- 0<br />
** ...11. Rescue mission -- 0<br />
<BR><br />
<br />
* 2085 Feb 1st<br />
** Missions 79<br />
** Bases 5<br />
** Costs 553.225<br />
** Funding 741.227<br />
** Funds 532.899<br />
** UFO-Yards 2<br />
** Soldiers 42<br />
** Scientists 50<br />
** Workers 50<br />
** Pilots 10<br />
** XVI spread 0%<br />
** Alien Base discovered<br />
** Research Continuous Wave Laser Operation, Plasma Pistol, UFO Theory, UFO Scout, Alien Materials, Alien Autopsy: Taman, Alien Breathing Apparartus, UFO Fighter, Kerrblade, Alien Autopsy: Hoovernet, UFO Harvester, Particle Beam Weapon, Plasma Rifle, Plasma Blaster, Stun Rod, Alien Body Armour, Nanocomposite Armour, DF-Cartridge, Laser Rifle, Antimatter, Plasma Grenade, Plasma and the GL, Alien Autopsy: Sheevar, Alien Autopsy: Boodspider, Monomolecular Blades, Aerial Laser Cannon, Alien Propulsion, Alien Detection, Alien Launcher, AM-Missile, Laser Pistol, Heavy Laser, Plasma Blade, UFO Supply, Encased Plasma Rounds, Live Alien, EM-Rifle, The Alien Mind, Odd Behaviour, Alien Communication, Needler Gun, Alien Autopsy: Combat Hovernet, Alien Autopsy: Combat Bloodspider, The Universal Serum, Alien Autopsy: Ortnok, Alien Origins, Dragon Interceptor, Alien Astrogation, UFO Corrupter, Particle Beam Pistol, Man-Portable Particle Beams, Coilgun<br />
<br />
** Overall interest: 336<br />
** Individual interest:<br />
** ...0. None -- 0<br />
** ...1. Recon mission -- 390<br />
** ...2. Terror mission -- 241<br />
** ...3. Base attack -- 172<br />
** ...4. Building Base or Subverting Government -- 272<br />
** ...5. Supply base -- 462<br />
** ...6. XVI propagation -- 193<br />
** ...7. Interception -- 493<br />
** ...8. Harvest -- 128<br />
** ...9. Alien base discovered -- 0<br />
** ...10. UFO-Carrier -- 0<br />
** ...11. Rescue mission -- 0<br />
<BR><br />
<br />
* 2085 March 1st<br />
** Missions 91<br />
** Bases 6<br />
** Costs 643.650<br />
** Funding 760.804<br />
** Funds 382.590<br />
** UFO-Yards 2<br />
** Soldiers 53<br />
** Scientists 50<br />
** Workers 50<br />
** Pilots 10<br />
** XVI spread 0%<br />
** Alien Base discovered<br />
** Research Continuous Wave Laser Operation, Plasma Pistol, UFO Theory, UFO Scout, Alien Materials, Alien Autopsy: Taman, Alien Breathing Apparartus, UFO Fighter, Kerrblade, Alien Autopsy: Hoovernet, UFO Harvester, Particle Beam Weapon, Plasma Rifle, Plasma Blaster, Stun Rod, Alien Body Armour, Nanocomposite Armour, DF-Cartridge, Laser Rifle, Antimatter, Plasma Grenade, Plasma and the GL, Alien Autopsy: Sheevar, Alien Autopsy: Boodspider, Monomolecular Blades, Aerial Laser Cannon, Alien Propulsion, Alien Detection, Alien Launcher, AM-Missile, Laser Pistol, Heavy Laser, Plasma Blade, UFO Supply, Encased Plasma Rounds, Live Alien, EM-Rifle, The Alien Mind, Odd Behaviour, Alien Communication, Needler Gun, Alien Autopsy: Combat Hovernet, Alien Autopsy: Combat Bloodspider, The Universal Serum, Alien Autopsy: Ortnok, Alien Origins, Dragon Interceptor, Alien Astrogation, UFO Corrupter, Particle Beam Pistol, Man-Portable Particle Beams, Coilgun, Herakles dropship, The Alien Strategy, Medium Alien Armour, Power Armour, The Enemy On Earth<br />
<br />
** Overall interest: 364<br />
** Individual interest:<br />
** ...0. None -- 0<br />
** ...1. Recon mission -- 416<br />
** ...2. Terror mission -- 70<br />
** ...3. Base attack -- 36<br />
** ...4. Building Base or Subverting Government -- 369<br />
** ...5. Supply base -- 0<br />
** ...6. XVI propagation -- 193<br />
** ...7. Interception -- 702<br />
** ...8. Harvest -- 128<br />
** ...9. Alien base discovered -- 0<br />
** ...10. UFO-Carrier -- 0<br />
** ...11. Rescue mission -- 0<br />
<br />
<br />
* 2085 April 1st<br />
** Missions 107<br />
** Bases 6<br />
** Costs 723.425<br />
** Funding 799.393<br />
** Funds 923.626<br />
** UFO-Yards 2<br />
** Soldiers 55<br />
** Scientists 50<br />
** Workers 50<br />
** Pilots 16<br />
** XVI spread 0%<br />
** Alien Base discovered<br />
** Research Continuous Wave Laser Operation, Plasma Pistol, UFO Theory, UFO Scout, Alien Materials, Alien Autopsy: Taman, Alien Breathing Apparartus, UFO Fighter, Kerrblade, Alien Autopsy: Hoovernet, UFO Harvester, Particle Beam Weapon, Plasma Rifle, Plasma Blaster, Stun Rod, Alien Body Armour, Nanocomposite Armour, DF-Cartridge, Laser Rifle, Antimatter, Plasma Grenade, Plasma and the GL, Alien Autopsy: Sheevar, Alien Autopsy: Boodspider, Monomolecular Blades, Aerial Laser Cannon, Alien Propulsion, Alien Detection, Alien Launcher, AM-Missile, Laser Pistol, Heavy Laser, Plasma Blade, UFO Supply, Encased Plasma Rounds, Live Alien, EM-Rifle, The Alien Mind, Odd Behaviour, Alien Communication, Needler Gun, Alien Autopsy: Combat Hovernet, Alien Autopsy: Combat Bloodspider, The Universal Serum, Alien Autopsy: Ortnok, Alien Origins, Dragon Interceptor, Alien Astrogation, UFO Corrupter, Particle Beam Pistol, Man-Portable Particle Beams, Coilgun, Herakles dropship, The Alien Strategy, Medium Alien Armour, Power Armour, The Enemy On Earth, Particle Beam Rifle, Advanced Alien Propulsion, XVI Census, UFO Bomber<br />
<br />
** Overall interest: 395<br />
** Individual interest:<br />
** ...0. None -- 0<br />
** ...1. Recon mission -- 600<br />
** ...2. Terror mission -- 87<br />
** ...3. Base attack -- 200<br />
** ...4. Building Base or Subverting Government -- 326<br />
** ...5. Supply base -- 0<br />
** ...6. XVI propagation -- 304<br />
** ...7. Interception -- 568<br />
** ...8. Harvest -- 141<br />
** ...9. Alien base discovered -- 0<br />
** ...10. UFO-Carrier -- 0<br />
** ...11. Rescue mission -- 0<br />
<br />
<br />
* 2085 May 1st<br />
** Missions 147<br />
** Bases 6<br />
** Costs 777.825<br />
** Funding 878.665<br />
** Funds 2.135.152<br />
** UFO-Yards 4<br />
** Soldiers 63<br />
** Scientists 50<br />
** Workers 50<br />
** Pilots 16<br />
** XVI spread 0%<br />
** Alien Base discovered<br />
** Research Continuous Wave Laser Operation, Plasma Pistol, UFO Theory, UFO Scout, Alien Materials, Alien Autopsy: Taman, Alien Breathing Apparartus, UFO Fighter, Kerrblade, Alien Autopsy: Hoovernet, UFO Harvester, Particle Beam Weapon, Plasma Rifle, Plasma Blaster, Stun Rod, Alien Body Armour, Nanocomposite Armour, DF-Cartridge, Laser Rifle, Antimatter, Plasma Grenade, Plasma and the GL, Alien Autopsy: Sheevar, Alien Autopsy: Boodspider, Monomolecular Blades, Aerial Laser Cannon, Alien Propulsion, Alien Detection, Alien Launcher, AM-Missile, Laser Pistol, Heavy Laser, Plasma Blade, UFO Supply, Encased Plasma Rounds, Live Alien, EM-Rifle, The Alien Mind, Odd Behaviour, Alien Communication, Needler Gun, Alien Autopsy: Combat Hovernet, Alien Autopsy: Combat Bloodspider, The Universal Serum, Alien Autopsy: Ortnok, Alien Origins, Dragon Interceptor, Alien Astrogation, UFO Corrupter, Particle Beam Pistol, Man-Portable Particle Beams, Coilgun, Herakles dropship, The Alien Strategy, Medium Alien Armour, Power Armour, The Enemy On Earth, Particle Beam Rifle, Advanced Alien Propulsion, XVI Census, UFO Bomber, Starchaser<br />
<br />
** Overall interest: 425<br />
** Individual interest:<br />
** ...0. None -- 0<br />
** ...1. Recon mission -- 615<br />
** ...2. Terror mission -- 159<br />
** ...3. Base attack -- 220<br />
** ...4. Building Base or Subverting Government -- 337<br />
** ...5. Supply base -- 0<br />
** ...6. XVI propagation -- 537<br />
** ...7. Interception -- 394<br />
** ...8. Harvest -- 415<br />
** ...9. Alien base discovered -- 0<br />
** ...10. UFO-Carrier -- 0<br />
** ...11. Rescue mission -- 0<br />
<br />
<br />
* 2085 June 1st<br />
** Missions 192<br />
** Bases 7<br />
** Costs 879.550<br />
** Funding 942.291<br />
** Funds 2.580.494<br />
** UFO-Yards 5<br />
** Soldiers 64<br />
** Scientists 50<br />
** Workers 50<br />
** Pilots 18<br />
** XVI spread 0%<br />
** Alien Base discovered<br />
** Research Continuous Wave Laser Operation, Plasma Pistol, UFO Theory, UFO Scout, Alien Materials, Alien Autopsy: Taman, Alien Breathing Apparartus, UFO Fighter, Kerrblade, Alien Autopsy: Hoovernet, UFO Harvester, Particle Beam Weapon, Plasma Rifle, Plasma Blaster, Stun Rod, Alien Body Armour, Nanocomposite Armour, DF-Cartridge, Laser Rifle, Antimatter, Plasma Grenade, Plasma and the GL, Alien Autopsy: Sheevar, Alien Autopsy: Boodspider, Monomolecular Blades, Aerial Laser Cannon, Alien Propulsion, Alien Detection, Alien Launcher, AM-Missile, Laser Pistol, Heavy Laser, Plasma Blade, UFO Supply, Encased Plasma Rounds, Live Alien, EM-Rifle, The Alien Mind, Odd Behaviour, Alien Communication, Needler Gun, Alien Autopsy: Combat Hovernet, Alien Autopsy: Combat Bloodspider, The Universal Serum, Alien Autopsy: Ortnok, Alien Origins, Dragon Interceptor, Alien Astrogation, UFO Corrupter, Particle Beam Pistol, Man-Portable Particle Beams, Coilgun, Herakles dropship, The Alien Strategy, Medium Alien Armour, Power Armour, The Enemy On Earth, Particle Beam Rifle, Advanced Alien Propulsion, XVI Census, UFO Bomber, Starchaser Interceptor, Orbital UFO Activity<br />
**open research items Base Defence Laser Turret, Electromagnetic Rifle Antimatter Magazine, Electro Laser, Heavy Needler Gun, Anti Alien Gas, Particle Beam Cannon, UFO Gunboat, Alien Aircraft Plating, Hybrid Missile, Alien PSI Device<br />
<br />
**Overall interest: 456<br />
**Individual interest:<br />
**...0. None -- 0<br />
**...1. Recon mission -- 1046<br />
**...2. Terror mission -- 255<br />
**...3. Base attack -- 225<br />
**...4. Building Base or Subverting Government -- 489<br />
**...5. Supply base -- 270<br />
**...6. XVI propagation -- 486<br />
**...7. Interception -- 1034<br />
**...8. Harvest -- 297<br />
**...9. Alien base discovered -- 0<br />
**...10. UFO-Carrier -- 0<br />
**...11. Rescue mission -- 0<br />
<br />
== City Map Project ==<br />
I'm sure you've probably already thought of this, but I wanted to mention that a UFO will almost never crash in an urban population area. This means that a large city map will almost exclusively occur with landed Terror missions (maybe XVI/Harvest, but I don't think they pick a city target). Avoiding the crashed UFOs will save you a LOT of work. You could at least postpone them to the end. Also, you might consider whether it's worth having even the landed UFOs. Making room for a Bomber, Gunboat or Corrupter all take up more than a 4x4 RMA grid, which can make difficulties for layout planning. It also means that, in the late game, a player will spend a lot of his time fighting inside the UFOs, which all have the same layout. Making Terror missions not have the UFO seems <br />
plausible (the UFO has landed off-map, since cities don't have clear landing spaces). It also would allow the player to enjoy the diversity of the map rather than spending his time clearing yet another large UFO. Again, both of these points are just things to consider. You probably already have, but I thought I'd mention them as they may make things a bit easier. --[[User:H-hour|H-hour]] 16:36, 10 October 2012 (SAST)<br />
*Thanks for your feedback. My thoughts were indeed like yours, although I was not sure about the UFOs for the certain mission types. Because we do not have a lot of maps for those UFOs yet, I wanted to start with a map for the Corrupter and Bomber UFO, with the intention to have one assembly were the UFO is shown and another, smaller one, without UFO. After this, we´ll see. --[[User:ShipIt|ShipIt]] 18:01, 10 October 2012 (SAST)<br />
<br />
I saw a mall todo point - please keep in mind that [[User:H-hour|H-hour]] has already started another building that should have become a mall or something like that - i'm almost sure it's in {{datasource}}</div>ShipIthttp://ufoai.org/w/index.php?title=Talk:Proposals/Shared_Map_Tiles&diff=41424Talk:Proposals/Shared Map Tiles2013-03-21T19:12:29Z<p>ShipIt: /* Lighting problems */</p>
<hr />
<div>== Blending Problems ==<br />
I could be wrong, but I think that the blending process is very much visual-only. It might be very difficult to implement material system parameters (bump, etc) on a blend. If this is the case (and Sandro or Mattn will know better), then it may be better to implement a different texture-swap for this case in particular, one which would not blend a texture on the top but actually replace it earlier in the process, like the dummy texture system used in ufocrash. --[[User:H-hour|H-hour]] 15:04, 20 March 2013 (SAST)<br />
:Yes, replacing would be a lot better - we have to somehow specify which texture should be used for replacing. But this does not solve the problem of rotated or scaled textures - so we would have to extend the replacement code (to also replace the texcoords). --[[User:Mattn|Mattn]] 15:11, 20 March 2013 (SAST)<br />
::Extending the code to replace the texcoords would great. If this proves too complicated, I think we could live with out it. Each RMA will have to have this implemented itself. During that process, it should not be too difficult to ensure the ground texture on all tiles matches a standard scale (I would say 0.25). To be honest, this should be a standard we aim towards anyway. Many of the old maps have really bad texture scaling issues. --[[User:H-hour|H-hour]] 15:17, 20 March 2013 (SAST)<br />
:::If a replacement sytem is the best way, fine. Imo replacing the texcoords in the code is not needed. This can easily be done in the map files. --[[User:ShipIt|ShipIt]] 21:01, 20 March 2013 (SAST)<br />
<br />
== Questions ==<br />
* ShipIt, what do you mean by: "We need unified tile descriptors."? --[[User:H-hour|H-hour]] 14:07, 20 March 2013 (CET)<br />
::The tile descriptor for the shared tile is located in the shared.ump so far. This needs to fit in all maps where the tile is used. I think this will be not much of a problem. Changing this should be part of another proposal.--[[User:ShipIt|ShipIt]] 21:01, 20 March 2013 (SAST)<br />
<br />
== Lighting problems ==<br />
We still have the problem with the lightmaps. But this could be worked around with autogenerating the maps (as they are just copies of the shared map tile with changed lighting parameters in the worldspawn) --[[User:Mattn|Mattn]] 15:24, 20 March 2013 (SAST)<br />
:To decide which lighting settings we should take, the default worldspawn flags should be moved to the [[Mapping/Random_map_assembly|ump]] file, too. (they should still be override-able in the map file) --[[User:Mattn|Mattn]] 14:26, 20 March 2013 (CET)<br />
::This is done now - so the autogenerating of "equal" map tiles can be started now. --[[User:Mattn|Mattn]] 22:33, 20 March 2013 (SAST)<br />
:Sorry, I tried hard to get behind this, but I really do not see what the problem is. Is this in case a map uses worldspawn settings different from the default? I am lost. --[[User:ShipIt|ShipIt]] 12:40, 21 March 2013 (SAST)<br />
:: There are two benefits to having the worldspawn settings in a .ump file. 1) As you said, if a map uses a non-default lighting setting and the .ump imports the dropship tile, this will ensure the lighting is consistent. 2) We no longer have to set the worldspawn settings in every RMA tile! That means if you change the lighting, the maxlevel, etc, you don't need to change it in 30 different tiles. --[[User:H-hour|H-hour]] 16:32, 21 March 2013 (SAST)<br />
:::1) But the shadows are part of the lightmap in the .bsp file, no? Can those be changed on the fly? 2) Good thing. At least something I understand. --[[User:ShipIt|ShipIt]] 17:45, 21 March 2013 (SAST)<br />
:::: 1) Mattn is talking about configuring the build scripts which compile the maps so that they will automatically compile another .bsp if different lighting settings are found. So the extra .bsps will be there, but they will be generated from a single .map file. (This is probably only a few cases where lighting should be different, like night lighting on +bridge for example.) --[[User:H-hour|H-hour]] 20:11, 21 March 2013 (SAST)<br />
:::::Thanks for explaining. --[[User:ShipIt|ShipIt]] 21:12, 21 March 2013 (SAST)</div>ShipIthttp://ufoai.org/w/index.php?title=Proposals/Texture_Properties&diff=41327Proposals/Texture Properties2013-03-10T19:29:05Z<p>ShipIt: /* Proposed */ fixed typo</p>
<hr />
<div>== What we have ==<br />
<br />
We have 1935 different textures right now. The *_nm.*, *_sm.* and *_gm.* are not included in this number, but the textures used for animations only are.<br />
1142 textures are used within the maps, whereas in this case the animation textures are not included.<br />
<br />
For every texture we can assign different properties. That are<br />
* [[UFO-Scripts/terrain.ufo|surface parameters]]<br />
** footstepsound<br />
** footstepvolume<br />
** particle<br />
** bouncefraction<br />
<br />
* [[Mapping/Materialsystem|material system parameters]]<br />
** bump<br />
** parallax<br />
** specular<br />
** hardness<br />
** blending<br />
** animations<br />
<br />
Those are defined in different places. The surface parameters in terrain.ufo, the material system parameters are in the .mat files for each map.<br />
<br />
There is also a proposal about [[Proposals/Sound/Footstep_Sounds|changes for the footstepsound property]].<br />
<br />
<br />
== Problems ==<br />
<br />
*General<br />
** Imo the surface and material system parameters belong together. They are properties of the texture. Having them spread all over the place is not good. The need to have duplicated entries in different files is not good.<br />
<br />
*the .mat files<br />
**In order to to take advantage of the material system for a certain texture, you need to make an entry in the maps .mat file. This usually results in either <br />
***No entry at all.<br />
***A copy/pasted entry. <br />
**Not even easy to find out what textures are used within the map.<br />
**Maintaining this is a nightmare. There might be entries for textures that were replaced and therefore are not longer used within the map. <br />
**An example: The UFOs should look the same on all maps. So, in each .mat file, for every map, we have the same entries regarding the related textures, over and over again. Now, if I take a closer look and see some value in there that could be changed to get a better result - I would need to change that value in all those files.<br />
<br />
*terrain.ufo<br />
**Is simply not flexible enough. It is not possible to assign muliple sounds. It simply assumes a concrete texture is always only used for concrete surfaces, which is not true in a lot of cases.<br />
**The values given there cannot be overwritten.<br />
<br />
<br />
== Proposed ==<br />
<br />
In order to get rid of those problems, I propose a much simpler approach.<br />
<br />
<br />
*A new .ufo file to store property templates for various texture categories. These values are global for each texture within this category over all maps.<br />
*templates.ufo:<br />
<pre><br />
category metal_thin {<br />
description "some text"<br />
footstepsound "footsteps/metal1"<br />
bouncefraction "0.7"<br />
bump 0.1<br />
parallax 1.0<br />
hardness 0.9<br />
specular 1.0<br />
}</pre><br />
<br />
<br />
*A new .ufo file to assign a categorie to each texture. These values should overwrite/expand those given by the category template and are used for the texture over all maps. <br />
*properties.ufo:<br />
<pre><br />
texture tex_base/vent_round2 {<br />
category metal_thin<br />
{<br />
texture tex_base/vent_round2_a0<br />
blend GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA<br />
anim 6 48<br />
}<br />
}</pre><br />
<br />
<br />
*Make it possible to define all the texture properties in the .mat file, again overwriting the previous values.<br />
<br />
<br />
*This would make terrain.ufo and possibly some of the .mat files obsolete.<br />
<br />
<br />
The idea in general:<br />
*The mapper should have the chance to define the textures properties for his map completely in the maps .mat file, giving him as much freedom as possible. <br />
*But he doesn´t need to, because the game can use the global values for the textures given in the properties file.<br />
*If no certain values given for the texture in the properties file, the game uses those from the textures category template.<br />
*If the texture has no category assigned, the game can give an output to the console.<br />
<br />
== Further Improvements ==<br />
<br />
Maybe giving min-max values in the templates would allow some diversity for e.g. bouncefraction, so the behaviour of a certain texture is slightly different each time the map is loaded.<br />
<br />
Also, implementing the [[Proposals/Sound/Footstep_Sounds|changes for the footstepsound property]] would be possible in a way like this<br />
<br />
<pre><br />
category metal_thin {<br />
description "some text"<br />
footstepsound {<br />
"footsteps/metal1"<br />
"footsteps/metal2"<br />
"footsteps/metal3"<br />
"footsteps/metal4"<br />
}<br />
bouncefraction "0.6"<br />
bump 0.1<br />
parallax 1.0<br />
hardness 0.9<br />
specular 1.0<br />
}</pre><br />
<br />
or by using a comma seperated list. This would allow a different sound for the texture on each map start.<br />
<br />
== Credits ==<br />
<br />
The idea is based on the work of [[User:DexCisco|DexCisco]] and [[User:Crystan|Crystan]].<br />
<br />
<br />
--[[User:ShipIt|ShipIt]] 18:21, 10 March 2013 (SAST)<br />
[[Category:Proposals]]</div>ShipIthttp://ufoai.org/w/index.php?title=Mapping/Entities/misc_camera&diff=41286Mapping/Entities/misc camera2013-02-16T13:53:16Z<p>ShipIt: /* Keys */</p>
<hr />
<div>== Cameras ==<br />
<br />
A camera allows the specified team to increase their view radius. misc_camera is only available in single player mode.<br />
<br />
To add a camera right click on any 2D view window to bring up the Context menu. Choosing 'Create entity' and select misc_camera. <br />
<br />
The spawnflags property is used to set levelflags for the model.<br />
<br />
== Keys ==<br />
<br />
* '''origin''': the position of the model<br />
* '''spawnflags''': level flags, rotate<br />
* '''team''': the team this camera belongs to<br />
** 0 = civilian<br />
** 1 = phalanx<br />
** 7 = alien (will not effect AI behaviour at this time)<br />
* '''targetname''': the id of this entity<br />
* '''active''': 1 = active, 0 = inactive. You can define whether this camera is active (or whether it must be activated by e.g. a trigger_touch)<br />
* '''group''': This e.g. allows several cameras to be turned on/off by one trigger_touch.<br />
<br />
==Links==<br />
* [[Mapping/Entities|Entitylist]]<br />
<br />
<br />
[[Category:Contribute]]<br />
[[Category:Mapping]]<br />
[[Category:Entity]]</div>ShipIthttp://ufoai.org/w/index.php?title=Proposals/Sound/Footstep_Sounds&diff=41141Proposals/Sound/Footstep Sounds2013-01-04T06:43:44Z<p>ShipIt: /* Questions */</p>
<hr />
<div>Currently the "Footstep Sound System" supports only one sound per texture and the assignment is very inconvenient. It would be better if you could create "material groups"(e.g.wood,stone,dirt,gravel etc.) and assign several sounds to every group (four stone sounds to the stone group) via a ufo. Now you can assign multiple textures to these material groups in the same or a new ufo. Here's a example how it could look like:<br />
<br />
// Material Group Wood <br />
wood {<br />
footsteps/wood1<br />
footsteps/wood2<br />
footsteps/wood3<br />
footsteps/wood4<br />
}<br />
<br />
// Material Group Stone <br />
stone {<br />
footsteps/stone1<br />
footsteps/stone2<br />
footsteps/stone3<br />
footsteps/stone4<br />
}<br />
<br />
// Wood Textures<br />
wood {<br />
tex_buildings/floor001<br />
tex_ctp1/wood_b_10<br />
tex_misc/wood_palet<br />
...<br />
}<br />
<br />
// Stone Textures<br />
stone {<br />
tex_buildings/concrete001<br />
tex_buildings/concrete005<br />
tex_buildings/concrete007<br />
tex_buildings/floor_se01<br />
...<br />
}<br />
<br />
To reduce the amount of work a function in radiant to assign textures to material groups would be also useful.<br />
<br />
<br />
== Questions ==<br />
<br />
* Should we select the same sound from the group for every surfaces the texture is applied to? I mean, should the first step have the same sound as the second? Or should they be randomly picked? Or should we select the particular sounds on level start? --[[User:Mattn|Mattn]] 12:04, 1 October 2012 (SAST)<br />
<br />
Answer: Just randomly picked.<br />
<br />
* What categories exactly are you thinking of? Concrete, dirt, glass, grass, gravel, leaves, metal, sand, snow, soft, stone, tiles, wood. Anything else? Or not that detailed at all? --[[User:ShipIt|ShipIt]] 07:30, 3 January 2013 (SAST)<br />
<br />
* What about using the tex_NAME NAME-part as category? Ok, yes, we would have to reorder the textures on time. But this is a sed script and we are done. Using the NAME as category would allow us to add new textures with sound support without editing any ufo script file (which imo is the best) --[[User:Mattn|Mattn]] 09:19, 3 January 2013 (SAST)<br />
** I'm a little hesitant about this. The folder system is the principle method of organization for finding and using textures in Radiant. Yes, the current organization is a mess, but where it's used properly -- alien base, misc (for signs), nature, streets -- it is a big help. Putting the alien base floor in with all the other tiles would be both annoying and encourage new mappers to mis-use them (ie - use alien textures for non-alien surfaces). --[[User:H-hour|H-hour]] 11:58, 3 January 2013 (CET)<br />
::I agree. --[[User:ShipIt|ShipIt]] 08:43, 4 January 2013 (SAST)<br />
**If we go with the footstep sounds as proposed, what happens to the "bouncefraction" property? Do we keep this next to the sounds, e.g. every material group has a bouncefraction number assigned? --[[User:ShipIt|ShipIt]] 08:43, 4 January 2013 (SAST)<br />
<br />
[[Category:Proposals]]</div>ShipIthttp://ufoai.org/w/index.php?title=Talk:Mapping/Random_map_assembly&diff=41136Talk:Mapping/Random map assembly2012-12-28T11:07:31Z<p>ShipIt: </p>
<hr />
<div>== Map extentions ==<br />
<br />
=== Goals ===<br />
<br />
There are two main goals I could think of.<br />
<br />
1. Extending an existing map theme would give the opportunity to use a different material file. The initial idea was to use this for the downed UFOs. Those look so bright and shiny right now - one could think they are fresh out of the car wash. But furthermore a different material file could even be used to give the theme a very different look by using the material system. <br />
<br />
2. Dropship and UFO tiles are similar (even identical in some cases) in a lot of maps. So using "blueprints" for these tiles would result in less tiles to be maintained and a lowered size for the installer.<br />
<br />
3. Have #1 and #2 combined.<br />
<br />
=== Needs ===<br />
<br />
For goal #1 this seems easy. A "Child".ump would only extent his parent. The child refers to the existing definitions and tiles in the original map. This already works fine. But we cannot use the ''drop'' or ''ufo'' cvar right now (see [https://sourceforge.net/p/ufoai/bugs/3446/ bug #3446]). This needs to be solved.<br />
<br />
A child of the +africa map would simply look like this. It refers to the +africa map, reads the tile definitions from africa.ump and the map files from the +africa map, but could use a different material file.<br />
<br />
<pre>// *********************************<br />
// Africa Crash<br />
// *********************************<br />
<br />
extends africa<br />
<br />
// map assemblies ---------------------------------------------------<br />
<br />
assembly medium_crash<br />
{<br />
size "10 8"<br />
title "_Africa"<br />
multiplayer africa/af_mp_team2<br />
africa/af_empty6 "0 30"<br />
...<br />
tileset rock_a "0 1"<br />
*rm_drop africa/af_craft_drop_firebird "1 1"<br />
*rm_ufo africa/af_craft_ufo_harvester "1 1"<br />
}</pre><br />
<br />
<br />
For #2 we use the blueprint tiles for dropships and UFOs. Again, this is expected to work once the issue about the cvar usage is solved.<br />
<br />
<pre>// *********************************<br />
// Africa<br />
// *********************************<br />
<br />
base africa/af_<br />
extends blueprint<br />
...<br />
// map assemblies ---------------------------------------------------<br />
<br />
assembly medium<br />
{<br />
size "10 8"<br />
title "_Africa"<br />
multiplayer +mp_team2<br />
+empty6 "0 30"<br />
...<br />
tileset rock_a "0 1"<br />
*rm_drop blueprint/af_craft_drop_firebird "1 1"<br />
*rm_ufo blueprint/af_craft_ufo_harvester "1 1"<br />
}</pre><br />
<br />
Goal #3 seems more difficult, because it means (taken from the above examples) that #1 refers to an .ump which again refers to another one, bilding a chain which our current system seems unable to process.<br />
<br />
== FAQ ==<br />
<br />
=== General ===<br />
<br />
* What is the minimum size of a map ?<br />
: 256x256<br />
: This is a tile of size 1<br />
<pre>tile +s11<br />
{<br />
3 3<br />
<br />
0 c 0<br />
a +c a<br />
0 c 0<br />
}</pre><br />
<br />
* What assembly-theme is used when no parameter is given ?<br />
: a random one<br />
<br />
* How can you specify the exact layout of a map, using parts ?<br />
: use a min of 1 and a max of 1<br />
<pre>assembly recreational<br />
{<br />
size "6 6"<br />
[...]<br />
+s11 "1 1"<br />
[...]<br />
}</pre><br />
<br />
=== Tilesets ===<br />
<br />
*There is a cap at eight tiles per tileset, isn't it? [[User:ShipIt|ShipIt]] 09:04, 11 April 2012 (SAST)<br />
:From looking at the code: yes there's a hardcoded limit of eight. --[[User:DarkRain|DarkRain]] 20:19, 11 April 2012 (SAST)<br />
<br />
*Is it possible to use a tile more than one time in one tileset? [[User:ShipIt|ShipIt]] 09:04, 11 April 2012 (SAST)<br />
:Didn't see any check in the code to avoid it, so I'd say yes it's possible. --[[User:DarkRain|DarkRain]] 20:19, 11 April 2012 (SAST)<br />
<br />
*Also, what happens to the tiles within the tileset? If I have three tiles in a tileset, will they form a line, using the same conditions as the overall map? Is it some kind of 'map in a map'? [[User:ShipIt|ShipIt]] 09:04, 11 April 2012 (SAST)<br />
:The algo will choose random tiles form the tileset. --[[User:DarkRain|DarkRain]] 20:19, 11 April 2012 (SAST)<br />
<br />
== Proposed page layout ==<br />
<br />
Below is what I propose to be the new layout for this page.<br />
I believe this will make it easier to write a document which is easier to understand and eventually makes<br />
clear how to use random map assembly.<br />
<br />
=== General ===<br />
'''TODO:''' write the explanation of random map assembly is and what it's scope (possibilities and limitations) are.<br />
<br />
=== ump-format ===<br />
'''TODO:''' In plain English, write an outline of '''ump''' file sections<br />
(I guess these include the '''tiles''' and '''assemblies''').<br />
This should include short descriptions of what each section means.<br />
<br />
'''TODO:''' Write detailed explanations for each '''ump''' file section like below:<br />
<br />
==== tile section ====<br />
Example:<br />
<pre><br />
// a map comment<br />
<br />
base villaged/vil_<br />
<br />
tile +s01<br />
{<br />
4 5<br />
<br />
0 0 c 0<br />
0 a +c a<br />
0 a +a a<br />
b +b +a a<br />
0 a a 0<br />
}<br />
</pre><br />
* '''TODO:''' explain what the text after "base" means<br />
** this is the base pathname for all tiles - if a tile has a <code>+</code> in its name, the name will be appended to the ''base''<br />
* '''TODO:''' explain what "s01" means<br />
** s01 is the tile name - e.g. the map with the filename {{path|base/maps/villaged/vil_s01}} - {{path|base/maps}} must not be give, because all maps are searched in this directory - {{path|villaged/vil_}} is the ''base'' (see above). So you only have to give the <code>+s01</code> to define a complete tilename. This is needed because some of the buffers are limited because they are send over the net (yes, you can play random maps over the network) - so the shorter the name, the better.<br />
* '''TODO:''' explain what the first two numbers mean<br />
** this is the tile definition size - e.g. 4 cols, 5 rows<br />
* '''TODO:''' explain what the matrix of numbers/characters mean<br />
** the outer numbers of this matrix are the needed tiles for the adjacent tiles - you can use letters from a-z to define different tile types<br />
* '''TODO:''' explain the meaning of all valid characters/numbers<br />
* '''TODO:''' explain what the '+' means in the matrix<br />
* '''TODO:''' explain what a "demand-field" is<br />
<br />
==== assembly section ====<br />
Example:<br />
<pre><br />
assembly residential<br />
{<br />
size "6 6"<br />
+s01 "1 2"<br />
+s02 "0 2"<br />
fix +s03 "0 2"<br />
+drop "1 1"<br />
}<br />
</pre><br />
* '''TODO:''' explain what residential means<br />
** residential is the theme name - you can define several themes in one ump file - e.g. you want some map where you must have an ufo - and another one where you don't want an ufo - define assemblies for this task<br />
* '''TODO:''' explain what +s01 "1 2" does<br />
** +s01 is again the tilename (see above) - <code>"1 2"</code> means, that this tile must be at least 1 times in this map - but at the most 2 times<br />
* '''TODO:''' explain what "size" means<br />
** size is the size of the assembly in game - in this case - 6x6 means 1536x1536 (remember, one tile is at least 256x256 units in the mapeditor). A size of 6x6 would also lead to a square size (walkable actor squares) of 48x48 (because a unit has the size 32x32 in the mapeditor)<br />
* '''TODO:''' explain what '+' means<br />
** extend the tilename with the '''base''' definition (see above)<br />
* '''TODO:''' explain what "fix" means<br />
* '''TODO:''' explain what "+drop" means<br />
<br />
=== ump in action ===<br />
<br />
Full '''example.ump''' file:<br />
<pre><br />
TODO: repeat all of the example sections here to show the _full_ .ump file<br />
</pre><br />
<br />
'''TODO:''' show how to play the .ump file in the game<br />
<br />
'''TODO:''' show a [[Image:screenshot jpg]] of what this assembled map looks like in-game</div>ShipIthttp://ufoai.org/w/index.php?title=Mapping/Surface_inspector&diff=41108Mapping/Surface inspector2012-12-16T10:10:55Z<p>ShipIt: /* passable */ formatting</p>
<hr />
<div>== Intro ==<br />
This page intends to be a summary and reference of "Surface Inspector" use and effects for UFO:AI.<br />
Surface Inspector can be opened by using the "Surfaces" tab in the Sidebar.<br />
<br />
Mostly this is the effects of each flag when no other flag is set. Combinations of flags can be tricky but mostly it seems that "going through" effects override blocking effects.<br />
Ex: if you set 2 flags, one allowing shots to go through the brush and the other one blocking the shots, final effect will be to allow the shots going through.<br />
<br />
Note: It is a common convention to use the appropriate texture for some of the flags. So if you put the 'actorclip' flag on a brush, you also have to assign the {{path|tex_common/actorclip}} texture.<br />
<br />
== Texture options ==<br />
<br />
[[Image:Surface_inspector.png|right]]<br />
<br />
{| border="1"<br />
|+ Texture related controls<br />
! Field or button !! Purpose<br />
|-<br />
| Shader || [[Artwork|Texture]] path and name, starting from {{path|base/textures}}, without extension.<br />
|-<br />
| Horiz./Vert. Shift || horizontal/vertical shift of the applied texture<br />
|-<br />
| Step || For all fields - by how large value should scroll buttons change the field.<br />
|-<br />
| Horiz./Vert. Scale || vorizontal/vertical stretch of the applied texture. Note that it is applied to the whole texture, so shifted textures will have the stretch applied also to parts that do not fit on the face.<br />
|-<br />
| Rotate || Rotation of the texture<br />
|-<br />
| Fit Texture (A) (B)|| The numbers of (A) and (B) determine the scaling of the texture for the X-/Y-axis (equivalent X-/Z-axis or Y-/Z-axis, depending on the face that is selected). <Fit> will apply the setting to the selected face(s).<br />
|-<br />
| Flip Texture || Flip the texture horizontally or vertically.<br />
|-<br />
| Modify Texture ||'Auto-Fit' the texture of the selected face. Often useful, but also gives weird results sometimes.<br />
|-<br />
| Default Scale || Choose the scaling for the texture of new brushes.<br />
|-<br />
| Texture Lock || Same as in the Side Toolbar. Used when moving brushes around to avoid the texture shift. Especially useful when integrating prefabs into the map.<br />
|-<br />
|}<br />
<br />
== Surface and contentflags ==<br />
<br />
Surface and contentflags affect almost everything regarding brush, except the texture - visibility, transparency, additional effects, even sounds. The following attempts to be a full list of these flags used in UFO:AI.<br />
<br />
Meaning of each attribute:<br />
<br />
* visual effect : does the flag change the face's appearance?<br />
* player : can a human player go through a "wall" with that flag set<br />
* shots : can a shot go through a "wall" with that flag set<br />
* visibility : is it possible to see through a "wall" with that flag set<br />
* blast: does a blast go through a "wall" with that flag set (tested with rocket)<br />
<br />
=== Surface flags ===<br />
<br />
==== '''light''' ====<br />
<br />
* visual effect: produces light<br />
* players:<br />
* shots:<br />
* visibility:<br />
* blast:<br />
* used for: lamps<br />
<br />
==== '''blend33''' ====<br />
<br />
* visual effect: 2/3 transparent<br />
* players:<br />
* shots:<br />
* visibility: go through<br />
* blast:<br />
* used for: windows, water<br />
<br />
==== '''blend66''' ====<br />
<br />
* visual effect: 1/3 transparent<br />
* players:<br />
* shots:<br />
* visibility: go through<br />
* blast:<br />
* used for: windows, water<br />
<br />
==== '''nodraw''' ====<br />
<br />
* ''Note: The following requires levelflags to be set for the level of the brush and every level above! So if the brush is located in e.g. level 3, levelflags 3 - 8 have to be set. If not, the nodraw brush will block the 'Line of Sight' and also the 'Line of Fire', but he will not block actor movement and also he will not cast a shadow.'' [[User:ShipIt|ShipIt]] 13:33, 11 April 2012 (SAST)<br />
* visual effect: invisible, but casts shadow<br />
* players: blocked<br />
* shots: blocked<br />
* visibility: blocked<br />
* blast: blocked<br />
* used for: shadows, performance optimisations, models<br />
* specific texture: tex_common/nodraw texture should be always used<br />
<br />
==== '''warp''' ====<br />
* visual effect: warps<br />
* players:<br />
* shots:<br />
* visibility:<br />
* blast:<br />
* used for: water surface<br />
* notes: Should be assigned to visible faces only<br />
<br />
==== '''fireaffected'''====<br />
<br />
* visual effect: none until fired up<br />
* players: blocked<br />
* shots: blocked<br />
* visibility: blocked<br />
* blast: blocked<br />
* used for: faces that should have an ability to light on fire, like straw<br />
* notes: Will spawn a fire particle when shot with some flames inducing weapon, fo example, flamethrower<br />
<br />
==== '''footstep''' ====<br />
<br />
* visual effect: none<br />
* players: blocked<br />
* shots: blocked<br />
* visibility: blocked<br />
* blast: blocked<br />
* used for: faces that should produce a sound when stepped on<br />
* notes: See [[Mapping/Footsteps|footsteps]]<br />
<br />
==== '''flow''' ====<br />
<br />
* visual effect: flows<br />
* players: blocked<br />
* shots: blocked<br />
* visibility: blocked<br />
* blast: blocked<br />
* used for: river<br />
* notes: To change the direction of moving rotate the texture with the surface inspector<br />
<br />
==== '''phong''' ====<br />
<br />
* visual effect: smoothes the texture<br />
* players: blocked<br />
* shots: blocked<br />
* visibility: blocked<br />
* blast: blocked<br />
* used for: barrels, pipes, rocks, tree trunks<br />
* notes: Should be assigned to visible faces only<br />
<br />
=== Content flags ===<br />
<br />
==== '''level1 to level8''' ====<br />
<br />
* see [[Mapping/Levelflags|Levelflags]] or [[Mapping/Tutorials/Levelflags|Levelflags - step by step]]<br />
<br />
==== '''actorclip''' ====<br />
<br />
* visual effect : invisible (no shadow)<br />
* players : blocked<br />
* shots : go through<br />
* visibility : go through<br />
* blast : blocked<br />
* used for : limiting actor movement (whole cells and railing), creating "floor", stairs (see [[Mapping/Ladders|Ladders]])<br />
* specific texture: tex_common/actorclip texture should be always used<br />
* Note : If no levelflags set, the actorclip brush is not shown anymore in UFORadiant when using the levelselector.<br />
<br />
==== '''weaponclip''' ====<br />
<br />
* visual effect : invisible (no shadow)<br />
* players : go through<br />
* shots : blocked<br />
* visibility : go through<br />
* blast :<br />
* used for : blocking shots on objects that wouldn't block them otherwise (for example, models)<br />
* specific texture: tex_common/weaponclip texture should be always used<br />
* Note : If no levelflags set, the weaponclip brush is not shown anymore in UFORadiant when using the levelselector.<br />
<br />
==== '''lightclip''' ====<br />
<br />
* visual effect : invisible (but casts shadow)<br />
* players : unaffected<br />
* shots : unaffected<br />
* visibility : unaffected<br />
* blast : unaffected<br />
* used for : shadows<br />
* specific texture: tex_common/lightclip texture should be always used<br />
* Note : If no levelflags set, the lightclip brush is not shown anymore in UFORadiant when using the levelselector.<br />
<br />
==== '''solid''' ====<br />
<br />
* visual effect : none<br />
* players : blocked<br />
* shots : blocked<br />
* visibility :<br />
* used for : mostly by ufo2map during compilation phase to determine which brushes will have priority when splitting overlapping brushes<br />
* Note : if trans33 or trans66 is checked, it overides solid flags (ie the brush is transparent and allows everything to go through it)<br />
<br />
==== '''water''' ====<br />
* visual effect : none (no shadow)<br />
* players : go through<br />
* shots : go through<br />
* visibility : go through<br />
* used for : water. Use '''flow''' flag for "flowing liquid" and '''warp''' for water bodies like lakes or seas, fences<br />
: plays sounds on entering the brush;<br />
: exports envmaps for that surface (material) (explanation by mattn)<br />
<br />
==== '''window''' ====<br />
<br />
* visual effect : doesn't draw inside of the brush<br />
* players :<br />
* shots : blocked<br />
* visibility :<br />
* used for : windows, of course.<br />
<br />
==== '''passable''' ====<br />
<br />
* visual effect : none, does not cast a shadow<br />
* players : go through<br />
* shots : blocked<br />
* visibility : go through<br />
<br />
==== '''terrain''' ====<br />
<br />
* notes : ''"It forces texture coordinate plane to be horizontal, even if face in question is at >45 deg angle to horison. Intended to keep texture mapping continuous on steep slopes. Not to be used on exactly vertical faces, this could cause rendering anomalies. In other words, it forces texture to be mapped in xy plane, disabling xz and yz cases."''<br />
<br />
==== '''origin''' ====<br />
<br />
* visual effect : invisible<br />
* players :<br />
* shots :<br />
* visibility :<br />
* used for : [[Func_door|doors]]<br />
<br />
<br />
== Value ==<br />
Used for surface lights (see surfaceflag '''light''' and [[Mapping/Lights#Surface_lights|surface lights]]).<br />
<br />
[[Category:Mapping]]<br />
[[Category:Contribute]]</div>ShipIthttp://ufoai.org/w/index.php?title=User:ShipIt&diff=40865User:ShipIt2012-11-05T14:48:16Z<p>ShipIt: /* Maps */</p>
<hr />
<div>=== Introduction ===<br />
<br />
I dropped into the forum to complain and went out starting my [{{http|www.ufoai.ninex.info/forum/index.php/topic,6354.0.html}} first mapping attempt].<br />
<br />
One note. Although contributing to this project, I am not a computer guy at all. This might be not entirely true, because I use computers for gaming since I got my first one. (The Commodore C64 was a computer, wasn´t it?) Also most of my business nowadays relies on using computers. But I can neither read nor write code in any way. So I would call myself an experienced (Windows®-) user.<br />
<br />
<br />
=== City Map Project ===<br />
<br />
<br />
=== Prelude ===<br />
<br />
Inspired by [[User:H-hour|H-Hour´s]] City map I always thought about how to make something like this possible. Now I finally want to take a shot at this. At current stage I am about to make the last details on the 'proof of concept'. This is a huge project, will need a lot of time and is probably going to never be 'finished'. But I hope I can take it far enough to give the game a map that can compete with the alienbase.<br />
<br />
<br />
==== Goals ====<br />
<br />
*The theme should be generally darker than the other maps. I want much more 'Blade Runner' than 'Miami Beach'. This gives the opportunity to work with lights much more than usual. The dropships will land in an abandoned part of the city.<br />
*The RMA needs to be flexible, so buildings (tiles) of very different sizes can be used.<br />
*RMA needs to support every mission type (all UFOs, missions without UFO).<br />
*Maps should take advantage of the material system as much as possible.<br />
*Try to make it not too huge. Seems to be the biggest task for me, as I don´t like my soldiers to jump out of the dropship and get shot at the blink of an eye. So I tend to make the dropship tiles somewhat bigger than usual, to provide a save landing zone. This of course stretches each mission by one turn or two.<br />
<br />
<br />
====Needs====<br />
<br />
*{{open}} A texture to mark stairs up/down.<br />
<br />
<br />
<br />
=== Todo ===<br />
<br />
<br />
==== Concept ====<br />
<br />
*{{wip}} proof of concept<br />
**{{open}} proof of concept for small assembly (Scout UFO, Fighter UFO), max size 7x6<br />
**{{open}} proof of concept for medium assembly (Harvester UFO, Gunboat UFO, Supply UFO), max size 9x9<br />
**{{{open}} proof of concept for large assembly (Corrupter UFO, Bomber UFO), max size 11x12<br />
**{{done}} proof of concept for huge assembly (Corrupter UFO, Bomber UFO), size 14x14<br />
<br />
<br />
==== Lighting ====<br />
<br />
*{{done}} check out the lighting system to find a configuration that fits the goal<br />
<br />
<br />
==== Dropsip tiles ====<br />
<br />
*{{open}} Dropship tiles (for testing some very simple tiles are in place)<br />
*** For those I thought to make the dropships land on some kind of "aircraft station". For the start a helipad is enough.<br />
** {{open}} Firebird dropship<br />
** {{open}} Herakles dropship<br />
** {{open}} Raptor dropship<br />
<br />
<br />
==== UFO tiles ====<br />
<br />
*{{open}} UFO tiles<br />
** {{open}} Scout UFO<br />
** {{open}} Fighter UFO<br />
** {{open}} Gunboat UFO<br />
** {{open}} Supply UFO<br />
** {{open}} Harvester UFO<br />
** {{open}} Corrupter UFO<br />
** {{open}} Bomber UFO<br />
** {{open}} crashed Scout UFO<br />
** {{open}} crashed Fighter UFO<br />
** {{open}} crashed Gunboat UFO<br />
** {{open}} crashed Supply UFO<br />
** {{open}} crashed Harvester UFO<br />
** {{open}} crashed Corrupter UFO<br />
** {{open}} crashed Bomber UFO<br />
<br />
<br />
==== Street tiles ====<br />
<br />
[[File:C3 street v 1.png|400px|thumb|right|very first pic, railway, street and sidewalk]]<br />
*{{wip}} street lines, corners and crossings<br />
**{{done}} street tile horizontally<br />
***{{open}} workaround the stretched floor brush of the sidewalk<br />
**{{done}} street tile vertically<br />
**{{open}} street corner sw ¯|<br />
**{{open}} street corner se |¯<br />
**{{open}} street corner nw _|<br />
**{{open}} street corner ne |_<br />
**{{open}} street crossing X -|-<br />
*** Not sure if this is needed at all. It would require a lot of space and doesn´t add much.<br />
**{{done}} street crossing s ¯|¯<br />
***{{open}} reduce brush- & facecount once the layout is final<br />
**{{done}} street crossing w -|<br />
***{{open}} reduce brush- & facecount once the layout is final<br />
**{{done}} street crossing n _|_<br />
***{{open}} reduce brush- & facecount once the layout is final<br />
**{{done}} street crossing e |-<br />
***{{open}} reduce brush- & facecount once the layout is final<br />
**{{open}} tunnel crossing vertical street<br />
**{{open}} tunnel crossing horizontal street<br />
**{{open}} Camera Control Center for traffic cameras<br />
**{{open}} Camera Conrol Center for subway cameras<br />
<br />
==== Maps ====<br />
<br />
*{{wip}} ideas what tiles could be adapted from existing maps<br />
** {{done}} +city parking lot<br />
***{{open}} add some proper sounds<br />
** {{open}} +cemetery<br />
** {{open}} +transport<br />
** {{open}} +spedition<br />
** {{open}} +tower<br />
** {{open}} +construction<br />
<br />
<br />
*{{wip}} ideas for new buildings<br />
** {{done}} abandoned building<br />
***{{open}} reduce brush- & facecount once the layout is final<br />
** {{open}} cinema<br />
** {{open}} hospital<br />
** {{open}} bottom levels of the +city2 highrise<br />
** {{open}} mall<br />
** {{open}} railway station<br />
<br />
==== Updates ====<br />
<br />
<gallery perrow=5><br />
File:C3 street v 1.png<br />
File:C3 crossing s.png<br />
File:City theme a.png<br />
File:City theme b.png<br />
File:City theme c.png<br />
File:City theme d.png<br />
</gallery><br />
<br />
<br />
[[Category:UFO:AI Team]]</div>ShipIthttp://ufoai.org/w/index.php?title=Mapping/Materialsystem&diff=40855Mapping/Materialsystem2012-11-02T15:52:42Z<p>ShipIt: /* Parameters for property textures */ animations always start with 0</p>
<hr />
<div>==General==<br />
<br />
This documentation is based on {{http|www.quake2world.net/books/documentation/creating-levels/materials-system|jdolan´s original}} from quake2world.<br />
<br />
Since version [[Changelog/2.3|2.3]] we have a material system. You can easily and flexible enhance your maps with it. The map loader searches them in {{path|base/materials}} - they have to have the same basename as the map - just not {{path|bsp}} as extension, but {{path|mat}}. In case of random map assemblies, use the same name as the {{path|ump}} (you cannot set material properties per tile, only per whole map). <br />
<br />
You can think about materials as a set of properties for individual world textures. You can create animations, terrain blending, scrolling, zooming and environment reflections with them. Each material is defined on one texture (the ''material texture''). All the textures on the map will then have the properties of that material. The material can have one or multiple properties. Sometimes a property references another texture (the ''property texture''). Note that all properties apply at the same time, not in succession!<br />
<br />
You do not need to compile the source again if you just want to change the material file. To test your material configuration simply start the corresponding map and see if your material definition works the way you imagined it. If not, edit it, save it and restart the game to see your changes.<br />
<br />
Here are some properties with their explanations.<br />
<br />
===Scrolling Texture===<br />
<br />
# scrolling texture<br />
{<br />
material tex_pics/tonight_honuda<br />
{<br />
texture tex_pics/tonight_honuda<br />
scroll.s 0.25<br />
}<br />
}<br />
This one will scroll the texture horizontally - the '''scroll.s''' parameter is the speed. Note that the texture displayed is the texture in the property, not the texture the property is defined for! You can use this to make the same texture scroll at different speeds on the same map by using a placeholder texture.<br />
The orientation the texture scrolls into depends on the texture rotation you set in radiant.<br />
<br />
===Terrain with two stages ===<br />
# terrain with two stages<br />
{<br />
material tex_nature/desert006<br />
{<br />
texture tex_nature/desert001<br />
terrain 0 64<br />
lightmap<br />
}<br />
{<br />
texture tex_nature/desert002<br />
terrain 128 192<br />
lightmap<br />
}<br />
}<br />
This property makes a gradient with multiple textures. The '''terrain''' parameter determines at which heights the texture given in the property will be displayed. The texture will blend with the material texture. In this example, the material texture makes a gradient with two property textures.<br />
<br />
The '''lightmap''' parameter indicates that the property textures should use the map's lightmap. If this parameter is absent, the property textures will no be blended against the brush's lightmap.<br />
<br />
===Metal surface with reflections===<br />
# a metal surface with reflections<br />
{<br />
material tex_material/metal<br />
{<br />
envmap 0<br />
}<br />
}<br />
This is a metal surface with reflections using the built-in envmap (valid built-in envmaps are '''envmap 0''' and '''envmap 1''') - you can also define another texture as envmap.<br />
* What's the difference between envmap 0 and 1?<br />
<br />
===Pulsating surface===<br />
# a pulsating surface<br />
{<br />
material tex_misc/pulse<br />
{<br />
texture tex_misc/pulse_blend<br />
pulse 2<br />
}<br />
}<br />
The '''pulse''' parameter makes the material texture alternate with the property texture. If no property texture is specified, the material texture alternates with itself. Again, the '''lightmap''' parameter governs whether or not to light the property textures with the map's lightmap.<br />
<br />
===General surface parameter===<br />
# A general surface parameter<br />
{<br />
material tex_misc/pulse<br />
bump 1.5<br />
{<br />
texture tex_misc/pulse_blend<br />
pulse 2<br />
}<br />
}<br />
This example shows that materials can also have general surface parameters. These parameters are not defined in a property.<br />
<br />
You can find more examples at {{repositorydir|base/materials|base/materials}}.<br />
<br />
== Reference ==<br />
=== General surface parameters ===<br />
Many of the general surface parameters can also be controlled through textures. For more information on setting up normalmaps, glowmaps, specularity maps and roughness maps, see the [[Artwork]] section.<br />
<br />
;bump b: Bump amplification is used to tune bump mapping effects. Higher values increase the "bumpiness" of surfaces. The b parameter is required, and must be a positive floating point value, or 0.0. The default value is 1.0.<br />
;parallax p: Parallax amplification is used to tune the depth of bump mapped surfaces. Using values higher than 1.0 requires high-quality normalmaps, with properly encoded height values. The p parameter is required, and must be a positive floating point value, or 0.0. The default value is 1.0.<br />
;hardness h: Hardness is a multiplier for the specular component of bump mapped surfaces, and can be used to amplify or mute a material's reflectiveness. Organic materials benefit from lower values, while polished metals and glass benefit from higher ones. The h parameter is required, and must be a positive floating point value, or 0.0. The default value is 1.0.<br />
;specular s: Specular amplification is used to tune the specularity of bump mapped surfaces. The s parameter is required, and must be a positive floating point value, or 0.0. The default value is 1.0.<br />
;glowscale g: Glowscale is used to modify the intensity of the glow-map (if present). The g parameter is required, and must be a floating point value greater than or equal to zero. The default value is 1.0. Glowmaps are associated with texture images; for an image named <name>.<ext>, if an image named <name>_gm.<ext> exists, it will be treated as a glow map. If post-processing is enabled in the graphics options menu, glow-maps will provide emissive lighting with real-time bloom effects. Glowscale may be specified for a material, for a specific stage, or both. When drawing a particular stage, the stage-specific glowscale and the material-wide glowscale will be multiplied together. Since both values default to 1.0, it is generally sufficient to specify one of them.<br />
;normalmap texture: You can override the default normalmap by specifying a texturename here<br />
;glowmap texture: You can override the default glowmap by specifying a texturename here<br />
<br />
=== Parameters for property textures ===<br />
<br />
These parameters affect property textures only.<br />
<br />
;anim frames hz: Frame-based animations are used to animate surfaces like computer screens. The stage texture name should end in 0, e.g. {{path|tex_misc/rail_sign0}}, with subsequent frames following in sequence. The frames parameter specifies the number of textures which comprise the animation. The hz parameter specifies the frequency of the effect. Both are required, and must be a positive integer and positive floating point number respectively. The maximum number of frames is 16.<br />
;anima frames hz: The same as '''anim''' but alternates the frames. For instance, if you had frames *0 to *2, it would go *0,*1,*2,*1,*0,1,*2,*1. The number of frames should be uneven for this to work properly. Otherwise the mid frame (resp. the last frame) will be shown twice.<br />
;animb frames hz: The same as '''anim''' but plays backwards.<br />
;animr frames hz: The same as '''anim''' but this time a random frame of the animation is chosen & displayed using the given speed. Attention: This will not create a completely fluid animation, as there is no check built in to prevent the same frame being chosen two or more times in a row. So this command is perfect for 'slow' animations where then some of the frames are simply shown longer & so this effect also 'randomizes' the length of the intervall between frame changes to some degree (makes random frames stay 2 or more times longer visible than other frames of the animation).<br />
;animf frames hz: The same as '''anim''' but this time a random frame of the animation is chosen & displayed using the given speed. A check is performed to prevent the display of the same frame twice in a row. This check will guarantee a fluid motion. Please make sure your animation has at least 3 frames to prevent unnecessary calculation loops.<br />
;blend src dest: The blend directive exposes OpenGL's GL_BLEND function. This is used for textures which lack an alpha channel, where additive blending is typically required. The src and dest parameters are GL constants, e.g. blend GL_ONE GL_SRC_ALPHA. The default blend function is GL_ONE GL_ONE_MINUS_SRC_ALPHA. See [[/Materialsystem-Blendmodes|Blendmodes]] for examples.<br />
;color r g b: The color directive is used to influence the stage's default color. This directive is often used in conjunction with other directives such as pulse or stretch. The parameters r g b are each required, and must each be floating point numbers between 0.0 and 1.0.<br />
;glowmaplink: By adding this command to your animation the frames of your animation will start to glow. This is especially useful for animation frames where the glowmap would be the same image like the frame itself.<br />
;pulse hz: Pulses are used to animate surfaces like jump pads or light fixtures. The stage texture will fade in and out over the base material. The hz parameter specifies the frequency of the effect. It is required and must be a positive floating point number (n.n) which specifies how many times the pulse will flash per second. The stage texture is interpolated over the base material using a sin function. <br />
;dutycycle hz: An additional parameter can be used to specify a delay between pulses. It can only appear in the line following a pulse parameter and must be a positive floating point number between 0.0 and 1.0. It defines a fraction of the pulse's frequency during which the animation is played.<br />
[[Image:dirtmap2.png|thumb|200px|Dirtmap]]<br />
[[Image:dirtmap_rma.png|thumb|200px|Dirtmap with RMA]]<br />
;rotate hz: Rotation directives are used for fan blades, Yin-Yangs, and other surfaces which should appear to rotate. The hz parameter specifies the speed of the rotation. It is required, and must be a positive floating point number.<br />
;scroll.s s, scroll.t t: The scroll directives are used to slide texture stages across the underlying base material. This is used for computer screen redraw lines, layered water surfaces, and trim lighting. S and T are the two texture coordinate axis. Each directive takes exactly one required parameter, which must be a floating point number.<br />
;stretch amp hz: Stretch directives are used to create continuous expanding and contracting effects. The amp parameter specifies the scale of the stretch, while hz specifies the frequency. Both are required, and must be positive floating point numbers.<br />
;terrain ceil floor: Terrain directives are used to achieve simple height-based terrain blending. The ceil and floor parameters specify the highest and lowest Z-axis coordinates where blending will occur. At Z coordinates less than floor, the base material texture will appear; at Z coordinates greater than ceil, the stage texture will appear. Linear interpolation is used to blend the two textures at Z coordinates between ceil and floor. Both parameters are required, and must be floating point numbers.<br />
;dirtmap factor: Defining this in a texture stage will result in blending in a dirtmap. To make this effect look good you have to keep some little things in mind. The alpha value for the dirtmap blending is calculated along the vertices. That means that touching brushes must have overlapping vertices to get the same alpha values (see the attached image). The parameter factor is a blending factor that globally influences the blending of the dirtmap for all vertices. Its default value is 1.0. Values lower than this will make the dirtmap less visible, values higher than this will make it more visible.<br />
<br />
=== Envmap parameters ===<br />
<br />
Environment map stages are used to simulate reflections on metal, water, glass, etc. For convenience, they may be declared with numeric values to take advantage of several built-in effect textures, e.g. envmap 0. Alternatively, a unique texture can also be provided, e.g. envmap envmaps/my_envmap. Environment map stages do not currently support any unique directives, but do support color scroll.s scroll.t, described above.<br />
<br />
{<br />
material office/glass<br />
{<br />
envmap office/glass_envmap<br />
blend GL_SRC_ALPHA GL_ONE<br />
color 0.9 0.9 1.0<br />
}<br />
}<br />
<br />
=== Lightmap Stages ===<br />
<br />
Lightmap stages are used to blend in statically computed lighting information. This is typically applied as the last drawn stage. Lightmap stages are declared by simply beginning the stage with the lightmap type name. Lightmap stages do not support any unique directives.<br />
<br />
{<br />
material lunaran/computer0<br />
...<br />
{<br />
anim 4 0.3<br />
}<br />
{<br />
lightmap<br />
}<br />
}<br />
<br />
=== Flare Stages ===<br />
<br />
Flare stages are used to add flares (coronas) to surfaces such as light fixtures. For convenience, flare stages may reference numeric values to take advantage of several built-in effect textures, e.g. flare 1. At present time you can use 10 different built-in flares (flare 0, ..., flare 9).<br />
Alternatively, a unique texture can also be provided, e.g. flare flares/my_flare.<br />
<br />
Flare stages do not currently support any unique directives, but do support color scale.s scale.t described above. If a color is not provided to the stage definition, Quake2World automatically uses the surface's average static lighting color to shade the flare. Either of the scale.s or scale.t directives can be used to influence the size of the flare produced by this stage.<br />
<br />
{<br />
material tech/small_light<br />
...<br />
{<br />
flare tech/flare1<br />
scale.s 1.5<br />
color 0.5 1.0 1.0<br />
}<br />
}<br />
<br />
=== Tape Stages ===<br />
<br />
The tape stage can blend textures in a defined area. The first parameter is the center, the second the relative floor and the third the relative ceiling. <br />
<br />
Meaning that min is <code>center - floor</code> and max is <code>center + ceiling</code>.<br />
<br />
{<br />
material terrain/grass<br />
...<br />
{<br />
texture terrain/whatever_blend<br />
tape 0.5 0.2 0.4<br />
}<br />
}<br />
<br />
<br />
[[Category:Mapping]]</div>ShipIthttp://ufoai.org/w/index.php?title=File_talk:City_theme_d.png&diff=40808File talk:City theme d.png2012-10-26T20:00:45Z<p>ShipIt: </p>
<hr />
<div>Someone should really put some cars in that thing. It's like the mapper just got lazy and didn't finish it. ;) --[[User:H-hour|H-hour]] 19:41, 26 October 2012 (SAST)<br />
: Hehe. If he wants, he will get the chance to do so. ;) --[[User:ShipIt|ShipIt]] 22:00, 26 October 2012 (CEST)</div>ShipIthttp://ufoai.org/w/index.php?title=File:City_theme_d.png&diff=40805File:City theme d.png2012-10-26T15:17:59Z<p>ShipIt: </p>
<hr />
<div>[[Category:Screenshots from UFO:AI]]</div>ShipIthttp://ufoai.org/w/index.php?title=File:City_theme_c.png&diff=40800File:City theme c.png2012-10-26T14:14:58Z<p>ShipIt: </p>
<hr />
<div>[[Category:Screenshots from UFO:AI]]</div>ShipIthttp://ufoai.org/w/index.php?title=File:City_theme_b.png&diff=40798File:City theme b.png2012-10-26T14:12:05Z<p>ShipIt: </p>
<hr />
<div>[[Category:Screenshots from UFO:AI]]</div>ShipIthttp://ufoai.org/w/index.php?title=File:City_theme_a.png&diff=40796File:City theme a.png2012-10-26T14:10:35Z<p>ShipIt: </p>
<hr />
<div>[[Category:Screenshots from UFO:AI]]</div>ShipIthttp://ufoai.org/w/index.php?title=Mapping/Prefabs&diff=40759Mapping/Prefabs2012-10-20T10:58:03Z<p>ShipIt: /* Creating new prefabs */ formatting</p>
<hr />
<div>==Creating new prefabs==<br />
To integrate new prefabs into the prefabs sidebar of UFORadiant you need two things - the [[Mapping/map file file format|map]] file and a screenshot. The screenshot must be in the format 128x100px. Using in-game screenshots here is prefered. The map is a normal *.map file that you can create with the map editor. The only thing you should keep in mind is that you should align the prefab to the world origin. As an example see all the other existing prefabs.<br />
<br />
<br />
===Prefabs for models===<br />
The models that can be used in a map are usually located in {{path|models/objects/}}.<br />
<br />
A prefab of a [[Mapping/Entities/misc_model|misc_model]] should also contain all the clips that are needed.<br />
*One layer of nodraw brushes. It is important that those clips have no levelflags set, else they will cause black holes in the world geometry when touching other brushes. This layer is used to break both the Line of Sight and the Line of Fire.<br />
*One layer of lightclip brushes for the shadows. It is recommended to set proper levelflags here. This is not needed for the the mapcompiler, but it prevents the clips from getting invisible when using the levelselector in UFORadiant.<br />
*Actorclips, to prevent actors from walking into the model. Placing those clips should follow the guidlines proposed [[Mapping/Checklist#Brush_alignment|here]]. It is recommended to set proper levelflags here. This is not needed for the the mapcompiler, but it prevents the clips from getting invisible when using the levelselector in UFORadiant.<br />
<br />
<br />
[[Category:Mapping]]<br />
[[Category:Contribute]]</div>ShipIthttp://ufoai.org/w/index.php?title=Aircraft/Raptor-class_Combat_Transport&diff=40706Aircraft/Raptor-class Combat Transport2012-10-13T21:07:42Z<p>ShipIt: </p>
<hr />
<div>This is a placeholder page, pending a proper writeup. Some factoids about this craft:<br />
<br />
* This is the last dropship, available in the late game. It is a solid allround craft, adept at carrying troops quickly to the battlefield and engaging UFOs. However, though versatile and powerful, it is outperformed at everything it does by other craft that specialise in the relevant role.<br />
** Is it going to be fully spaceworthy and FTL capable for the ultimate mission?<br />
* We have model for this craft, and there are RMAs with it.<br />
* This craft makes use of alien technology.<br />
* Capacity: 10 soldiers, 1 UGV (up to 3 with hardpoint pods)<br />
<br />
[[Image:Drop_raptor.png]]<br />
<br />
==Links==<br />
*[[Vehicles & UFOs]]<br />
<br />
[[Category:General]]<br />
[[Category:Aircraft]]</div>ShipIthttp://ufoai.org/w/index.php?title=Aircraft/Herakles-class_Heavy_Lifter&diff=40705Aircraft/Herakles-class Heavy Lifter2012-10-13T21:07:10Z<p>ShipIt: </p>
<hr />
<div>This is a placeholder page, pending a proper writeup. Some factoids about this craft:<br />
<br />
* This craft is a large troop transport. It can carry more troops and is faster than the [[Aircraft/Firebird-class Dropship|Firebird]], but is poorly armed compared to most other PHALANX craft.<br />
* We have a model for this craft. See {{repositorydir|base/models/aircraft/drop_herakles/|base/models/aircraft/drop_herakles}} and {{datasource|/models/sitters/craft_dropship2/}}<br />
* This craft makes use of alien technology.<br />
** Which technologies?<br />
*** I put it down to Alien Aircraft Plating for now. The model doesn't look like it uses alien engines and I can't imagine what else it would need. --[[User:BTAxis|BTAxis]] 15:43, 20 December 2008 (UTC)<br />
*** I have a few ideas:<br />
**** How about Alien Materials so that it will change shape in air? E.g. using electric current, it allows to extend the wings to a larger area, but making the craft too cumbersome for manoeuvering. The wings would have to be retracted after landing for storage. The downside of that is Alien Materials are suggested to be heavy, so the idea might fall flat.<br />
**** Another idea is using Antimatter for power (the craft has a low lift generating area, so having access to far greater power than standard petrol might be viable).<br />
**** Yet another idea is using Alien Computers because of enormous amount of data required for flying a heavy aircraft with vectored thrust.<br />
* Capacity: 12 soldiers, 2 UGVs (3 with hardpoint pod)<br />
<br />
<br />
[[Image:Herakles-class_Heavy_Lifter.jpg]]<br />
<br />
==Links==<br />
*[[Vehicles & UFOs]]<br />
<br />
[[Category:General]]<br />
[[Category:Aircraft]]</div>ShipIthttp://ufoai.org/w/index.php?title=File:C3_crossing_s.png&diff=40702File:C3 crossing s.png2012-10-13T18:49:37Z<p>ShipIt: </p>
<hr />
<div></div>ShipIthttp://ufoai.org/w/index.php?title=File_talk:C3_street_v_1.png&diff=40675File talk:C3 street v 1.png2012-10-10T14:20:31Z<p>ShipIt: </p>
<hr />
<div>Awesome. I considered something almost exactly the same. --[[User:H-hour|H-hour]] 15:50, 10 October 2012 (SAST)<br />
<br />
Glad you like it. --[[User:ShipIt|ShipIt]] 16:20, 10 October 2012 (SAST)</div>ShipIthttp://ufoai.org/w/index.php?title=File:C3_street_v_1.png&diff=40672File:C3 street v 1.png2012-10-10T12:39:02Z<p>ShipIt: </p>
<hr />
<div></div>ShipIthttp://ufoai.org/w/index.php?title=Mapping/Dimensions&diff=40492Mapping/Dimensions2012-09-30T18:34:21Z<p>ShipIt: /* Side view */ typo</p>
<hr />
<div>==Top view==<br />
[[Image:Fields_top.jpg|thumb|120px|right|Shows dimensions of player and levels]]<br />
Unlike in 3d shooters, you have to take care of the fields which are used to position your actors in the game and moving them around.<br />
The fields have a size of 32x32 in topview. The actor is a bit smaller: 24x24.<br />
The walls of the house have to be created such, that the actors can walk trough doors and such. Walls should have a thickness of 4, to give the actor enough space.<br />
The orange highlighted space shows the size of an actor.<br />
<br />
8 units equals one foot. Each field is thus 4 feet, approximately 1.3 metres.<br />
<br />
==Side view==<br />
[[Image:Fields_side.jpg|thumb|120px|left|Shows dimensions of player and levels]]<br />
From sideview one floor has a height of 64 units. The ground floor goes from 0-64 the second from 64-128 and so on. The lowest 4 units of each floor are used for the block the actors are standing on.<br />
<br />
==Some other notes==<br />
Keep in mind, that the very lowest level has to be above the 0 for the z-coordinate. <br />
Otherwise the pathfinding and collision detection can become confused.<br />
<br />
The order you place your spawnpoints is the order of the actors in your dropship. This means the first soldier in your dropship spawns at the first spawnpoint you placed. The second soldier in your dropship spawns at the second spawnpoint you placed, and so on...<br />
<br />
==Useful Sizes==<br />
* The maximum height a soldier can shoot over when crouched is 32 units.<br />
<br />
==Links==<br />
[[Mapping]]<br />
<br />
[[Category:Mapping]]<br />
[[Category:Contribute]]</div>ShipIthttp://ufoai.org/w/index.php?title=File:TechTree_proposed_modified.png&diff=40056File:TechTree proposed modified.png2012-06-11T18:34:11Z<p>ShipIt: </p>
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<div></div>ShipIthttp://ufoai.org/w/index.php?title=Mapping&diff=39412Mapping2012-05-01T14:40:57Z<p>ShipIt: fixed internal link</p>
<hr />
<div>{{NAV/Artwork}}<br />
{{PageAuthor|mattn}}<br />
<br />
== Introduction ==<br />
For soldiers to battle somewhere, there have to be maps. We use a tool called UFORadiant. This page, and many of the articles in the [[:Category:Mapping|mapping category]], will introduce you to the tool and document many of its capabilities.<br />
<br />
Mapping is one of the most flexible ways to contribute because quality maps of almost all kinds can be incorporated into the game. The whole world is the battlefield. <br />
<br />
But some contributions are more helpful than others.<br />
<br />
We use small map pieces (tiles) and fit them together in random ways to create the battlefields the player faces. We call this a [[Mapping/Random_map_assembly|random map assembly]] (RMA) theme, and we always appreciate it when people extend existing themes by making [[Mapping/Random_map_parts|additional tiles]]. Get familiar with one of [[Mapping/List_of_Maps|our many themes]] (prefixed with a +) and you can easily create a new tile.<br />
<br />
If you want a little more independence, we have a long list of [[Mapping/Suggestions|suggested maps]] and new [[Mapping/Prefabs|prefabs]] are always welcome. You can also see what's on our [[TODO/General]] list. Contributing to something on the [[TODO/General]] list is sometimes less glamorous but very appreciated.<br />
<br />
Like other contributions to UFO AI, your maps should be released under GNU GPL (preferably v2 with "or later" clause) and should not use any proprietary material: beware of textures/images/models found on the web. Only materials created from scratch or materials that are already licensed under GNU GPL should be used.<br />
<br />
But before you worry about any of that, you should get started below with UFORadiant.<br />
<br />
== Using UFORadiant ==<br />
* [[UFORadiant installation|Installing and setting up UFORadiant]]<br />
* [[Mapping_For_Dummies/Basics|MFD: Basic Definitions and Controls]]<br />
* [[Mapping/Interface_Description|Interface Description]]<br />
* [[Mapping/Mouse_and_Keyboard|Mouse & Keyboard Controls]]<br />
* [[Mapping/Surface_inspector|Using surface inspector]]<br />
<br />
== Mapping for Dummies ==<br />
* [[Mapping_For_Dummies|Mapping For Dummies]] - Introduction and tools setup<br />
** [[Mapping_for_Dummies/Preliminaries|Mapping for Dummies / Preliminaries]]<br />
** [[Mapping_For_Dummies/Lesson1|MFD: Lesson 1 - Build a shed and a yard]] - Teaches the very basics.<br />
** [[Mapping_For_Dummies/Lesson2|MFD: Lesson 2 - Expanding the map]] - Teaches a number of basic tools.<br />
** [[Mapping_for_Dummies/Lesson3|MFD: Lesson 3 - How to improve your map]] - Teaches a number of advanced techniques.<br />
* [[/Dimensions|Dimensions]] - Tutorial on the dimensions used<br />
* [[/Levelflags|Levelflags]] - Information on how to set up the levels properly<br />
** [[/Tutorials/Levelflags|Levelflags - step by step]]<br />
<br />
== Advanced topics ==<br />
Once you have mastered the basics of UFORadiant, you probably will want more in-depth information on how to use it.<br><br />
For that, see topics below.<br />
<br />
=== Map Analyses ===<br />
Analyses and discussions about map tactics, build techniques, etc. Learning by looking at what's there.<br />
* [[Mapping/Map_Analyses/Mansion|Mansion]] - A look at one of the biggest maps attempted for UFO:AI<br />
<br />
=== Specific objects and structures ===<br />
* [[Mapping/Brushwork|Brushwork]] - A quick image tutorial on creating more complex geometry.<br />
* [[Mapping/Terrain_How_To|Terrain]] - Image tutorial on creating undulating terrain.<br />
* [[Mapping/Pipes|Pipes]]<br />
* [[Mapping/Wallbreak|Wallbreak]] - An example of how to create a broken wall.<br />
* [[func_door|Doors]]<br />
* [[Mapping/Ladders_and_Stairs|Ladders and stairs]]<br />
* [[Mapping/Lights|Lights]]<br />
* [[func_breakable|Breakable objects]]<br />
<br />
=== Gametypes ===<br />
* [[/Domination|Domination]]<br />
* [[/Bomb targets|Bomb targets]]<br />
<br />
=== Random map creation ===<br />
* [[/Random map parts|Random map parts]]<br />
* [[/Random map assembly|Random map assembly]]<br />
<br />
=== References ===<br />
* [[Mapping/Entities|Entities]]<br />
* [[/List of Maps|List of maps]]<br />
* [[/Terrain Types|Terrain types]]<br />
* [[/Materialsystem|Materialsystem]]<br />
* [[/map file file format|*.map file file format]]<br />
<br />
=== Map testing and fixing ===<br />
* [[Mapping/Checklist|A checklist of common mapping questions and best practice]]<br />
* [[Mapping/Compile|Map Compiling]]<br />
* [[Mapping/Testing|Map Testing]]<br />
* [[Mapping/Auto_fix|Map checking and automated fixing]]<br />
<br />
=== TODO ===<br />
* [[TODO/General#Maps|Mapping section of TODO]]<br />
* [[/Suggestions|Mapping suggestions]]<br />
<br />
== External links ==<br />
* [{{http|www.mattn.ninex.info/videos}} Video Tutorials (german)]<br />
* [{{http|www.youtube.com/user/Sep3lio}} Video Tutorials NetRadiant]<br />
* [{{http|www.level-designer.de/}} German Mapping Site]<br />
* [{{http|www.levelmakers.com/}} LevelMakers]<br />
* [{{http|www.katsbits.com/htm/tutorials/blender_export_model_to_map.htm}} Mapping with Blender]<br />
* [{{http|www.qeradiant.com/}} GtkRadiant Homepage]<br />
* [{{http|zerowing.idsoftware.com/files/radiant/docs/1.5/}} GTKRadiant 1.5 Documentation]<br />
* [{{http|www.haradirki.de/tutor/indextut22.htm}} Radiant Hotkeys] (DE)<br />
<br />
==Useful tools==<br />
* [{{http|www.svn.quakedev.com/viewvc.cgi/entar/terraingen/}} TerrainGen] Commandline tool to generate terrain maps<br />
* [{{http|www.tarot.telefragged.com/gensurf/}} GenSurf]<br />
* [{{http|www.files.filefront.com/EasyGen+Terrain+Generator/;5976971;/fileinfo.html}} EasyGen]; [{{http|www.wolfensteinx.com/surface/tutorials/easygen.html}} Tutorial] - Windows-only terrain generator<br />
* [{{http|www.freebrief.planetmedalofhonor.gamespy.com/q3a/ps/index.html}} ParticleStudio]<br />
<br />
[[Category:Mapping]]<br />
[[Category:Contribute]]</div>ShipIthttp://ufoai.org/w/index.php?title=Mapping/UFORadiant_Installation&diff=39275Mapping/UFORadiant Installation2012-04-21T13:44:00Z<p>ShipIt: moved Mapping/UFORadiant Installation to UFORadiant/Installation: move UFORadiant related pages to own section</p>
<hr />
<div>#REDIRECT [[UFORadiant/Installation]]</div>ShipIthttp://ufoai.org/w/index.php?title=Talk:UGVs&diff=39241Talk:UGVs2012-04-19T14:04:03Z<p>ShipIt: /* Maps */</p>
<hr />
<div>This page is meant to discuss the best way of implementing UGVs in UFO:AI<br />
<br />
<br />
== Models ==<br />
<br />
* {{open}} Currently the UGV models are incomplete, they don't have a weapon mount tag yet. The non-UGV models all have a '''tag_rweapon''' and '''tag_lweapon''', and the code assumes they're present for each actor. But for UGVs it doesn't make sense to use hands (although the same tags could be used).<br />
* {{open}} Separation of turret and frames<br />
* {{open}} Animations, including turret rotation and barrel inclination, death, movement, etc. <br />
<br />
<br />
== UI ==<br />
<br />
* {{open}} There needs to be an equip screen for UGVs, similar to but different from soldiers. I propose at least 3 'equip areas' :<br />
** the weapon, similar to a soldiers hand<br />
** the invisible armour area, similar to a soldier, but probably bigger<br />
*** Should UGVs have changeable armour? My opinion — they should have only changeable weapons, not armour. May be they should have only one type of weapon by UGV-type, like it was in first X-Com`s. --[[User:Kildor|Kildor]] 15:36, 12 February 2012 (CET)<br />
** a storage area for ammo<br />
** optional 2nd weapon<br />
* {{open}} Be able to make a combined team. Currently in multiplayer you select a UGV race, so only UGVs can be in the 'soldier' list. But I see no problem combining those in a single list, allowing only to add a UGV when there's space (so 4 soldier spots can fit 1 UGV). The UI should then be able to show the right equip screen when one of the list is clicked, and show a different set of weapons, ammo and armour to fit.<br />
<br />
== Market ==<br />
<br />
* {{open}} UGV section<br />
** market already supports UGV, I'm reimplementing the UI for the market now, I need some info about the UGV's equipment to do it correctly. --geever 2012-03-18<br />
<br />
== Maps ==<br />
<br />
* {{done}} Not all the maps have 2x2 spawnpoints. It will be needed to test pathfinding to have at least one point per map.<br />
** Each map has at least three 2x2 spawnpoints (Team 1, humans) for now. --[[User:ShipIt|ShipIt]] 16:04, 19 April 2012 (CEST) <br />
* Is there a minimum for the number of 2x2 spawnpoints for all maps ? A maximum ? If so, how do we transport that information to the equipment screen? Or do the 2x2 actors stay in the dropship when no spawnpoint can be found?<br />
** If a dropship can bring ten UGVs into battle, we need to have ten spawnpoints, right? For this, we need a decision whether the player can replace four soldiers by one UGV or not. The minimum number then is given by the design of the dropship, the maximum only depends on how much room is on the map. --[[User:ShipIt|ShipIt]] 16:04, 19 April 2012 (CEST)<br />
<br />
== Code ==<br />
<br />
* {{open}} UGV datastructures and entity definitions? Now they're a 'subclass' of employee.<br />
* {{open}} The code assumes two hands/weapon slots. It needs support for just 1 gun.<br />
* {{open}} Each non-UGV actor has tag_rweapon and tag_lweapon present. UGVs don't. We need to make this dependent on the type of actor we're dealing with. <br />
* {{open}} Pathfinding support for 2x2 units. This is at least partly done - what's the status?<br />
* {{open}} weapon inclination limits? When a UGV is going up/downhill, it might not be able to fire along the horizontal plane<br />
* {{open}} Alien UGV routing and strategy.<br />
* Do UGVs gain experience?<br />
<br />
<br />
== Milestones ==<br />
<br />
* phase 1 (skirmish basic)<br />
** only skirmish, no campaign support yet<br />
** only looking at 2x2 actors<br />
** At least one of Ares W or Phoenix UGV has weapon mount tag, and fires from correct point of origin<br />
** no turning turret<br />
** correct routing, UGV is limited to where it physically can go<br />
** no alien AI support for UGV<br />
* phase 2 (skirmish extended)<br />
** only skirmish, no campaign support yet<br />
** mixed teams, so do away with UGV 'race'. Instead allow replacing 1 or 2 soldiers (rules?) with 1 2x2 UGV.<br />
** add turret control. Turning will take actor dependent TUs, and is possibly animated.<br />
** UI polishing of UGV capabilities.<br />
*** remove crouching<br />
*** 'hand switch' optional, dependent on actor capabilities.<br />
** Tune UGV hitpoints, TUs, strength, accuracy, storage, in multiplayer combat. Create 'personality' of the Ares W and Phoenix<br />
** Tune UGV tank weapons in multiplayer combat<br />
** Limit weapons UGV can wield.<br />
* phase 3 (campaign basic)<br />
** mixed teams, limit rules for # of UGVs/soldiers<br />
** dropship assignment, UGV equipment<br />
** changes to scoring, autoresolve, experience, summaries, etc.<br />
** UGV market<br />
* phase 4 (full support)<br />
** 2x2 spawnpoints on all maps<br />
** Tune game balance. Alien AI w.r.t. phalanx UGVs, offset UGV strength vs. weakness (i.e. less soldiers, not all maps allow UGVs to go everywhere etc)<br />
* future<br />
** Alien UGVs<br />
** flying units<br />
<br />
<br />
== See Also ==<br />
<br />
Additional pages where UGVs are discussed<br />
<br />
* Wiki<br />
** [[User talk:Duke]]<br />
** [[TODO/2.5]]<br />
* Forum<br />
** {{http|ufoai.ninex.info/forum/index.php/topic,4995.0/topicseen.html|Topic: What features are still missing for UGVs?}}<br />
<br />
== Mixed team. ==<br />
<br />
Should UGVs use the same capacity pool as human team? If I remember things right, the UGV is used some sort of lamps, and do not shown on dropship model.<br />
--[[User:Kildor|Kildor]] 15:51, 12 February 2012 (CET)<br />
<br />
[[Category:TODO]]</div>ShipIthttp://ufoai.org/w/index.php?title=File:City_industry.jpg&diff=39169File:City industry.jpg2012-04-15T08:01:44Z<p>ShipIt: </p>
<hr />
<div>[[Category:Screenshots from UFO:AI]]</div>ShipIthttp://ufoai.org/w/index.php?title=File:City2_lv3_a.png&diff=39168File:City2 lv3 a.png2012-04-15T08:01:17Z<p>ShipIt: </p>
<hr />
<div>[[Category:Screenshots from UFO:AI]]</div>ShipIthttp://ufoai.org/w/index.php?title=File:City2_lv2_a.png&diff=39167File:City2 lv2 a.png2012-04-15T08:00:58Z<p>ShipIt: </p>
<hr />
<div>[[Category:Screenshots from UFO:AI]]</div>ShipIthttp://ufoai.org/w/index.php?title=File:City2_lv1_a.png&diff=39166File:City2 lv1 a.png2012-04-15T07:58:06Z<p>ShipIt: </p>
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<div>[[Category:Screenshots from UFO:AI]]</div>ShipIthttp://ufoai.org/w/index.php?title=File:Surface_inspector.png&diff=39131File:Surface inspector.png2012-04-11T09:17:09Z<p>ShipIt: </p>
<hr />
<div>Update file Surface_inspector.jpg tp UFORadiant 1.6<br />
[[Category:Screenshots from UFORadiant]]</div>ShipIthttp://ufoai.org/w/index.php?title=UFORadiant/Interface_Description&diff=38682UFORadiant/Interface Description2012-03-17T07:39:41Z<p>ShipIt: </p>
<hr />
<div>Main window is where most of the time is spent during mapping. Understanding what each component in there does can help in the process.<br />
<br />
==Main window components==<br />
This is how main window looks right after starting up UFORadiant. As a lot of things can be customized, look may differ depending on e.g. used screen/resolution.<br />
<br />
[[File:01_radiant_main.png|800px|thumb|none|UFORadiant 1.6]]<br />
<br />
<br />
If you open a map, many areas are populated with map data. Here's how Radiant looks with map opened (main areas annotated):<br />
[[Image:31_radiant_main_opened.png|800px]]<br />
<br />
===Context menu===<br />
<br />
{{MB|R}} on a 2D view will open Context menu. <br />
<br />
===Toolbar icons===<br />
{| border="1"<br />
|+ Main toolbar<br />
! Icon !! Tooltip text !! Action<br />
|-<br />
| [[Image:02_open.png]] || || Opens file selection dialog to choose map file<br />
|-<br />
| [[Image:03_save.png]] || || Saves current map<br />
|-<br />
| [[Image:04_undo.png]] || || Undoes actions<br />
|-<br />
| [[Image:05_redo.png]] || || Redoes actions<br />
|-<br />
| [[Image:06_x-flip.png]] || || Flips selected object on x axis<br />
|-<br />
| [[Image:07_x-rotate.png]] || || Rotates selected object on x axis<br />
|-<br />
| [[Image:08_y-flip.png]] || || Flips selected object on y axis<br />
|-<br />
| [[Image:09_y-rotate.png]] || || Rotates selected object on y axis<br />
|-<br />
| [[Image:10_z-flip.png]] || || Flips selected object on z axis<br />
|-<br />
| [[Image:11_z-rotate.png]] || || Rotates selected object on z axis<br />
|-<br />
| [[Image:12_select_touching.png]] || || Selects brushes that are touching the selected brush<br />
|-<br />
| [[Image:13_select_inside.png]] || || Selects brushes that are inside the selected brush (?)<br />
|-<br />
| [[Image:14_csg_subtract.png]] || || Subtracts selected brushes from all other brushes<br />
|-<br />
| [[Image:15_csg_merge.png]] || || Merges the selected brushes, if possible<br />
|-<br />
| [[Image:16_hollow.png]] || || Redoes actions<br />
|-<br />
| [[Image:17_select_vertices.png]] || || Enters vertice selection mode<br />
|-<br />
| [[Image:18_select_edges.png]] || || Enters edge selection mode<br />
|-<br />
| [[Image:19_select_faces.png]] || || Enters face selection mode<br />
|-<br />
| [[Image:20_cubic_clip.png]] || || Toggles cubic clip<br />
|-<br />
| [[Image:21_translate.png]] || || Selects translate tool<br />
|-<br />
| [[Image:22_rotate.png]] || || Selects rotate tool<br />
|-<br />
| [[Image:23_scale.png]] || || Selects scale tool<br />
|-<br />
| [[Image:24_resize.png]] || || Selects QE/resize tool<br />
|-<br />
| [[Image:25_clipper.png]] || || Selects clipper tool<br />
|-<br />
| [[Image:26_texture_lock.png]] || || Enables/disables texture lock<br />
|-<br />
| [[Image:27_entities.png]] || || Opens entity list<br />
|-<br />
| [[Image:28_console.png]] || || Opens Radiant console<br />
|-<br />
| [[Image:29_texture_browser.png]] || || Opens Radiant texture browser<br />
|-<br />
| [[Image:30_refresh_models.png]] || || <br />
|-<br />
|}<br />
<br />
{| border="1"<br />
|+ UFO:AI toolbar<br />
! Icon !! Tooltip text !! Action<br />
|-<br />
| [[Image:01_level1.png]] [[Image:02_level2.png]] [[Image:03_level3.png]] [[Image:04_level4.png]]<br>[[Image:05_level5.png]] [[Image:06_level6.png]] [[Image:07_level7.png]] [[Image:08_level8.png]] || || Selects brushes marked to appear in a particular level<br />
|-<br />
| [[Image:10_actorclip.png]] || || Toggles actorclip brush displaying<br />
|-<br />
| [[Image:11_weaponclip.png]] || || Toggles weaponclip brush displaying<br />
|-<br />
| [[Image:12_nodraw.png]] || || Toggles nodraw brush displaying<br />
|-<br />
|}<br />
===Statusbar contents===<br />
<br />
{| border="1"<br />
|+ Statusbar contents<br />
! Area !! Description<br />
|-<br />
| [[Image:32_statusbar_tool.png]] || Shows selected tool name<br />
|-<br />
| [[Image:33_statusbar_position.png]] || Shows position of mouse cursor<br />
|-<br />
| [[Image:34_statusbar_bru-ent_stats.png]] || Shows brush and entity count in the current map<br />
|-<br />
| [[Image:35_statusbar_copied-tex.png]] || Shows copied texture name. Currently not too useful in resolutions up to 1024x768<br />
|-<br />
| [[Image:36_statusbar_something.png]] ||<br />
|-<br />
|}<br />
<br />
<br />
[[Category:Mapping]]<br />
<br />
[[Category:UFORadiant]]<br />
<br />
[[Category:Mapping]]<br />
<br />
[[Category:UFORadiant]]</div>ShipIthttp://ufoai.org/w/index.php?title=Mapping_for_Dummies/Lesson2&diff=38671Mapping for Dummies/Lesson22012-03-16T19:43:54Z<p>ShipIt: /* Adding another barrel */</p>
<hr />
<div>{{Mapping for Dummies}}<br />
{{PageAuthor|Wanderer}}<br />
== Prelude ==<br />
<br />
If you already solved [[Mapping_For_Dummies|Lesson 1]], you will have some experience in using UFORadiant at this point. As things starting to get more complex, it will not be possible to explain every single step here.<br />
<br />
== Lesson 2: Building up the Map ==<br />
<br />
<br />
<br />
=== Goals of this lesson ===<br />
<br />
Our objective now is to take our existing map from [[Mapping_For_Dummies|Lesson 1]], and build it up, this way introducing the most common tools in UFORadiant.<br />
<br />
<br />
=== Windows ===<br />
<br />
Windows are always handy things to have... especially if you'd like to shoot out of them. For now, our windows will be just holes in the wall.<br />
<br />
For this, we start an empty copy of UFORadiant first. This is not really necessary here, but we will have to start with it at some point.<br />
<br />
There are different ways we can choose to bring our windows in place. <br />
<br />
==== Using the Clipper Tool {{K|X}} ====<br />
<br />
The Clipper tool will cut one or more selected brushes along a given plane. This plane can be defined by placing either two or three vertices. Let us do this step by step :<br />
<br />
* Cut (not copy) and paste the wall from the map into the other copy of UFORadiant.<br />
* {{K|6}} to set grid 32.<br />
* Type {{K|X}} to bring up the Clipper tool, click ({{MB|L}}) once at the top of the wall, and another time at the bottom. Two dots with #0 and #1 should come up along with a line. This will show where the cut will be done.<br />
* Hold down {{SK|Enter}}. It will split the brush along the line. We repeat this, cutting our original wall into 3 pieces. The first picture shows how to place the cuts.<br />
* Deselect the two outer brushes, using {{SMB|L}}.<br />
* Hit {{K|3}} to set grid 4.<br />
* Cut twice again, this time along the Y-axis, as shown in the second picture.<br />
* {{K|Q}} to return to Resize mode.<br />
* We could now delete the brush in the middle to create our window. But we can use it as our dummy in the next section, so lets keep it for now.<br />
* Copy and paste the entire selection back to the primary map<br />
<br />
{| class="wikitable"<br />
|-<br />
| [[File:ma_2_1.png|400px|thumb|none|the original wall, cut into three pieces]]<br />
| [[File:ma_2_2.png|400px|thumb|none|Can you imagine where the window will be?]]<br />
|}<br />
<br />
==== Using CSG Substract {{SK|U}} ====<br />
<br />
Now we use our dummy brush to create another window, this time next to the door. Again, let us do this step by step.<br />
* Use {{K|5}} to set the grid to 16.<br />
* Select the dummy with {{SMB|L}} and use the button in the toolbar to rotate it 90 degrees around the z-axis.<br />
* Now we place this brush where we want the window, and hit {{SK|U}}. This will remove the area where you put the brush, and cut up the original wall into multiple pieces.<br />
* Hit {{K|Backspace}} to remove the 'window making brush' when done.<br />
<br />
{| class="wikitable"<br />
|-<br />
| [[File:ma_2_3.png|400px|thumb|none|place the dummy like this]]<br />
| [[File:ma_2_4.png|400px|thumb|none|the desired result - but some of the level flags are 'inconsistent' now]]<br />
|}<br />
<br />
There is a major drawback here. The wall pieces lost their level flags! You have to inspect them carefully and fix this problem.<BR><br />
Also, there are some nodraw textures now on the cut surfaces. We will have to fix this, too.<br />
<br />
=== Lighting ===<br />
<br />
Open [[UFORadiant/Main_Window#Context_menu|Context menu]] and choose [[Mapping/Entities/light|light]] to add a local light source. For now we use a high light value, like 300, so it's not lost. The light entity will be invisible to the end user, but the resulting light is not, so we can shove it into the middle of a room with no adverse affect.<br />
<br />
The properties of light entities are managed in the Entities tab of the side bar. There is no need to set level flags on our light enity. Light entities use the same absolute ("origin") position as the info_*_start entities we handled at the end of Lesson 1.<br />
<br />
In order to see the effect, we will have to load the map in 'night' version. It needs some practice to get a feel for the values needed, so maybe this is a good point to toy around with different settings for light value and colours.<br />
<br />
=== Using models ===<br />
<br />
Using models is a fast way to add good looking details to a map. To add a model, we chose 'Create model' in the [[UFORadiant/Main_Window#Context_menu|Context menu]]. This will open the 'Model Selector' screen. These folders contain all models available, but not all of them are usefull for maps.<br />
<br />
For our example, we choose {{path|models/objects/barrel/barrel.md2}} and place it somewhere next to our shed. As it is a barrel and not a bird, its bottom should hit the ground (check in front / side view)! Also, we might want to align it to grid 32 (in the top-down view).<br />
<br />
Properties and levelflags of models are managed in the 'Entities' tab of the sidebar. This is described [[Mapping/Entities/misc_model|here]].<br />
<br />
Models in the world of UFO AI behave different from brushes in certain ways. Let´s take a look.<br />
<br />
1. If no levelflags set, the model will not show up at all on the map. So all levelflags are set by default.<BR><br />
2. The model will not cast a shadow.<BR><br />
3. It will not prevent an actor from stepping into it. An actor can not stand upon it.<BR><br />
4. Shots will go through.<br />
<br />
So it is more kind of a ghost right now. Of course there is something we can do about this, but not now. Let´s use a prefab instead.<br />
<br />
=== Using prefabs ===<br />
<br />
==== Definition ====<br />
<br />
A [[Mapping/Prefabs|prefab]] is nothing more than a *.map file we can import into our own map. This way we don´t need to build a simple chair up from scratch each time. Also, models will have the needed common clips attached here.<br />
<br />
==== Adding another barrel ====<br />
<br />
Using the Prefabs tab in the sidebar we can see all available categories. We open the {{path|misc}} folder and select the {{path|barrel}}. From the picture can be seen it uses the model we already used before. Let´s place the barrel prefab next to our existing one.<br />
<br />
''Note: This might be a good time to build an alien container. Simply put a floor and 4 walls next to your map and move the info_alien_start (keep within grid 32!) there. This way you can explore your map in game without getting trouble.''<br />
<br />
<br />
[[File:ma_2_5.png|400px|thumb|right|two barrels, two levels]]<br />
<br />
=== A second level ===<br />
<br />
We need one, as adding a stair makes no sense without it. Again, we do this step by step.<br />
<br />
* {{K|7}} to set grid 64 (the hight of a level)<br />
* select the roof with {{SMB|L}} and drag it up in either side or front view, adjust levelflags<br />
* select the floor of the shed, {{CK|C}} followed by {{CK|V}} will copy/paste it<br />
* the new floor is selected, shift him up and adjust levelflags<br />
* do the same for the walls (as we will not need a door in level 2, you might want to replace this one)<br />
<br />
<br />
<br />
=== Stairs ===<br />
<br />
First, the floor of our second level needs a hole for the stair to fit in. I strongly recommend using the Clipper tool for this. Two pictures tell more than one word, so :<br />
<br />
{| class="wikitable"<br />
|-<br />
| [[File:Ma 2 6.png|375px|thumb|none|How the cuts should be placed.]]<br />
| [[File:Ma 2 7.png|375px|thumb|none|The stair prefab won´t fit exactly.]]<br />
|}<br />
<br />
We will use the {{path|/misc/stair}} prefab as our stair for now. As seen in the second picture, it does not exactly fit into our hole. It is just too big. This is not by mistake, but because the wall of our shed uses some units of this cell. We simply resize the stair to fit into the hole.<br />
<br />
This works also with more than one brush selected, but can be tricky. We have to pay attention when dragging the mouse. <br />
<br />
More technical information about how stairs work can be found [[Mapping/Ladders|here]].<br />
<br />
<br />
[[File:mapping_lesson_3_picture_1.png|800px|thumb|none|done]]<br />
<br />
== Next step ==<br />
<br />
It is a small map, but playable. So before doing the next step, toy around here (but keep a copy of the current file, as we will keep on working with it). Playing on the map will give you a good feeling about the dimensions, lighting and look of the textures. Try different textures and different scalings for them to find out what looks best. <br />
<br />
Next step is found in [[Mapping_for_Dummies/Lesson3|Lesson 3]].<br />
<br />
Be warned, this is stone cold technical stuff waiting for you. But it is necessary for you to know about that, so move on.<br />
<br />
== Links ==<br />
* [[Mapping_For_Dummies/Lesson1|Mapping for Dummies: Lesson 1]]<br />
* [[Mapping_for_Dummies/Lesson3|Mapping for Dummies: Lesson 3]]<br />
* [[Mapping]] - Tutorials and more<br />
* [[Mapping/Dimensions]] - Explicit tutorial on Dimensions.<br />
* [[Mapping/Tutorials/Levelflags]] - Explicit tutorial on setting Level flags.<br />
* [[Mapping/Compile]] - Compiling .bsp file information.<br />
* [[Console]] - Accessing the in-game console.<br />
* [[Mapping/Mouse_and_Keyboard |UFORadiant mouse and keyboard controls]]<br />
<br />
[[Category:Mapping]]<br />
[[Category:Contribute]]</div>ShipIthttp://ufoai.org/w/index.php?title=Mapping/Entities/misc_model&diff=38669Mapping/Entities/misc model2012-03-16T19:39:49Z<p>ShipIt: </p>
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<div>[[File:Entity misc model settings.png|right]]<br />
== Models ==<br />
<br />
To add a model right click on any 2D view window to bring up the Context menu. Choosing 'Create model' will open the 'Model Selector' screen. <br />
These folders contain all models (*.md2 or *.md3 files) available, but not all of them are usefull for maps.<br />
The map models are in the {{path|/objects}} directory (if you are using a working copy of the repository) or the {{path|base/0models}} pk3-file (if you are using an installer). <br />
<br />
With the model selected, open the 'Entities' tab in the sidebar. {{MB|R}} onto the properties window will open the dialog window. This way you can add or remove properties for the model. <br />
<br />
The spawnflags property is used to set levelflags for the model. Note that models with no levelflags set do not appear at all (whereas brushes with no levelflags set will be shown on every level).<br />
<br />
== Keys ==<br />
<br />
* '''model''': arbitrary .md2 file to display<br />
* '''origin''': the position of the model<br />
* '''spawnflags''': level flags etc<br />
* '''skin''': the number of the skin attached to the model (default 0)<br />
* '''angles''': direction of the model [pitch yaw roll]<br />
* '''modelscale_vec''': scale of the model (vector of 3 values)<br />
* '''anim''': if this is this an animated model you can set the animation name from the *.anm file here<br />
* '''frame''': frame nummer (default 0) - use frame or anim - but not both<br />
* '''tag''': the tag to place the model to (a target of a misc_model must be given, too)<br />
* '''targetname''': the id of this misc_model in case you want to place a tag<br />
* '''target''': the target must match the given targetname of the parent misc_model entity<br />
<br />
<br />
<br />
==Links==<br />
* [[Mapping/Entities|Entitylist]]<br />
<br />
<br />
[[Category:Contribute]]<br />
[[Category:Mapping]]<br />
[[Category:Entity]]</div>ShipIthttp://ufoai.org/w/index.php?title=File:Entity_misc_model_settings.png&diff=38668File:Entity misc model settings.png2012-03-16T19:04:21Z<p>ShipIt: </p>
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<div></div>ShipIt