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xcorps

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  1. MCDADD doesn't run on windows 7, I'll stick to the vanilla setup for now. ( I have to leave for two weeks tomorrow and I'll be satisfied to get some new maps made before I tackle another editor). Question: In the Xcom1Ruleset.rul file that you include in your mod: -name: URBAN---This replaces the default Urban set, yes? Is it possible to ADD your files to the original urban set and keep both (I realize there would be compatibility issues, I'm thinking along the lines of extending the vanilla mapblocks, for instance if I created an additional say 20 UBase mapblocks or made variations of the existing ones but still wanted a chance of the orignals to show up) mapdataSets -Blanks -Roads -Ubits -Urban -Frniture These are the same as the image files in Mapview that you use to determine what sets of walls/objects get placed in the map? mapBlocks: -name:CF00 This is the map name obviously width 10 length 10 Also Obvious TYPE: 2 Not so obvious. I though at first this was the number of "levels" on the mapblock, but some of them go beyond 4. (xbase_20 ubase_15 etc) Your assistance is greatly appreciated. By the way, your maps are awesome. The condominium is brilliant.
  2. I downloaded openxcom last night. This is pretty exciting. Even if the project is still a bit buggy (there were a LOT of damn UFO's in Experianced) it will be nice to change around some maps. I think I'm going to work on Alien Bases for now, hopefully I can get my head wrapped around how the maps are put together. I always assumed there were a few layouts that got chosen at random, but I see now that isn't the case. I will definetly share whatever I make that's decent. The battle option in openX is verra nice, it will make it easy to check gameplay. I read your thread regarding the new terror sites, (I haven't had time to look at them yet) is it my understanding that you were able to move items from one tileset to another? In other words, I could move say some of the urban objects and walls to the Farm tilesets?? If so, that's just amazingly cool.
  3. After a few more roadblocks I managed to overcome, I've managed to edit a couple of maps. Another question regarding the modded maps: I see that simply modding the original file and playing the game works. What about creating an additional map in the set that don't have the exact same name? For instance will just dropping CULT18M.map and CULT18M.rmp into the game directories allow the game to use them, or is there something else I have to do?
  4. Thanks so very much, it'll get me started.
  5. I don't guess anybody has the rest of this: http://www.daishiva.com/programs/Help/MapView.shtml#Anchor-47983 It's the Table of Contents for the Mapview manual, but all of the links are broken.
  6. Uninstalled Xcom, deleted the folder, reinstalled. It runs. Thanks.
  7. The first 5 or so times I tried it I didn't have the paths for TFTD included, then I added it and still get the same error. I
  8. I'm trying to get an issue with the installation resolved. Running Win7, Steam copy of Xcom UFO Defense and TFTD. I downloaded and installed Map View, and entered the pathname in the installation box. C:\Program Files (x86)\Steam\steamapps\Common\xcom ufo defense\XCOM But every time I try to load a map file, I get an exception error saying part of the path can't be found. I tried creating a new directory C:\Map Editor\Xcom and moving all the files into that directory in case the pathname was too long. Any help would greatly appreciated. (I did look for the instructions, the best I was able to come up with was a table of contents but all the links were broken) I downloaded the Map View from 3 different sites, none of them have a user manual/readme/documentation.
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