Level Pack V2 24.05.2016 NEW UPDATE AND TRAILER! - New planets, immersive missions. - Printable Version +- Colobot Forum - International Colobot Community (https://colobot.info/forum) +-- Forum: [Archive] New forum (2015-2019) (https://colobot.info/forum/forumdisplay.php?fid=76) +--- Forum: Colobot: Gold Edition Basics (https://colobot.info/forum/forumdisplay.php?fid=58) +---- Forum: Workshop (https://colobot.info/forum/forumdisplay.php?fid=60) +---- Thread: Level Pack V2 24.05.2016 NEW UPDATE AND TRAILER! - New planets, immersive missions. (/showthread.php?tid=700) |
Level Pack V2 24.05.2016 NEW UPDATE AND TRAILER! - New planets, immersive missions. - True Destroyer - 11-26-2015 NEW UPDATED HD YOUTUBE TRAILER IS HERE (made for V2 on 24.05.2016) !!!!!! If you have issues with sandbox on Amber: You may want to edit levels\custom\Amber\level005\scene.txt in notepad, at the very end change the line: EndMissionTake pos=317.5;295 dist=8 type=Me to EndMissionTake pos=317.5;295 dist=8.0 type=Me I will fix it in the next version (If it will ever come). Latest updates: Added total of four Virtual Tactical Simulation levels. First two were added earlier: One is simplier and more firendly, other is not. Both are unbeatable but always winnable survival time trials with randomly generated map, and your time score stored on disk! (Details below). Next two were added recently: They have been divided into training and challenge difficulty likewise, and both involve a convoy escort scenario. Score is calculated based on remaining convoy health and distance between start location and random destination position. To see how it looks now take a look HERE. Tested and works with Colobot Gold Edition. Features: 4 Planets Amber - a desert planet engulfed in eternal sandstorm Aria - alien, crystal world with clear sky Ethertron - a disturbing cybernetic ancient monolith And NEW: Virtual Tactical Simulation (well, not actually a planet) - a challenging virtual training reality Other features:
Please report any feedback/bug reports/suggestions or problems with game/diffiiculty/balance in this thread. Currently I'm especially looking for feedback regarding game balance, and ability to accomplish missions without them bugging out. Thank you SCREENSHOTS: Here. DOWNLOAD LINK: Updated level pack is on google drive, here's link, feel free to download, test and play it yourself: Level Pack V2 - 24.05.2016 - With more randomly generated VTS simulations, and several game balance fixes! To keep track of your VTS training/challenge efforts: If you want to get your score in Virtual Tactical Simulation tracked, move the 'files' folder from .zip with contents to your user colobot folder, you'll most certainly find it here: On windows: C:\Users\YOUR_USERNAME\colobot - (note that it is NOT in program files) On linux: ~/.local/share/colobot/ put 'files' folder in 'colobot' directory (when prompted to merge/replace, choose yes to all), so the folder structure looks like colobot/files. From now on, you'll be informed about your score for four new levels when you play, and it will be stored in these files. INSTALLATION: Spoiler : More info: Spoiler : Recent changelog: Spoiler : As for textures remade for 1J version - here's quick comparison: Spoiler : Also - based on question asked by forum member: -I don't have Colobot Gold Edition, will it work with regular Colobot? -No. Get Colobot: Gold Edition here, it's takes around two minutes to download. (Around 100 MB). (Details below) Spoiler : Post feedback, rate thread or write me a private message! You're welcome to do so RE: 4 immersive custom missions and 2 sandboxes on 2 new planets - melex750 - 11-26-2015 Good job on these custom levels, I like them very much. True Levels 1F.zip 53.4mb Place this zip file directly into the mod folder, the game will use the zip as is. Colobot: Gold Edition alpha-0.1.6 or later. For windows: ColobotGoldEditionDirectory\data\mods\ For Linux: ~/.local/share/colobot/mods/ RE: 4 immersive custom missions and 2 sandboxes on 2 new planets - True Destroyer - 11-26-2015 Nice, I see you've already corrected all file references in scene files But please tell me, do these levels work for you? I didn't do this thing earlier as it was not working for me (the mod folder system). I figured out now, it was caused by me using the unstable repositiory dev version. I'm using the regular alpha 1.6 now and these levels don't work for me (SIGSEGV error during loading). So I'll work based on the file you modified from now as the file locations are more neat, adding you to credits Edit: Ok, I just found a major showstopper bug - levels work only in Dev version of Colobot Gold - they dont load in Windows 64 bit alpha 1.6 for me. Need to update the description So if anyone has it working like me, the only way to use them would be in dev version, and you have to copy data manually RE: 4 immersive custom missions and 2 sandboxes on 2 new planets - melex750 - 11-26-2015 They work for me as a zip in /mods. Try un-ziping them to a folder in /mods. I'm playing with a recent dev version 64bit Linux. I can't test it on windows. I will test it with other versions. It maybe the %chap% reference or CRLF, I don't know. <--not likely. EDIT: It works with alpha-0.1.6-master. I have have to compile locally because there is no current release for linux that I know of. Maybe one of the admins can help. RE: 4 immersive custom missions and 2 sandboxes on 2 new planets - True Destroyer - 11-26-2015 Nope, not working for me. But I'll include this option in instalation instructions, probably for Linux users for now. Also the newest dev version seems to interpret view distances differently, and it caused to hinder vision too much. I fixed it and uploaded the updated version in the zip folder, that includes your file cleanup Edit: I'll just wait for now, maybe someone with Windows version will test them and give feedback. Meanwhile I'll start browsing bug threads. RE: 4 immersive custom missions and 2 sandboxes on 2 new planets - melex750 - 11-26-2015 I think it has something to do with the scene.txt file layout. At the bottom this stands out for me: Camera pos=12.50;-250.00 h=2.50 while in other missions it looks like: Camera eye=0.00;5.00;0.00 lookat=0.00;1.00;0.00 delay=0 But I'm not sure. RE: 4 immersive custom missions and 2 sandboxes on 2 new planets - True Destroyer - 11-26-2015 I editied it as you suggested, and it still works if I copy the files directly, but is not seen in my mods folder in zip or unpacked nevermind though, what matters is it works (I've seen the Bug reports/issues on github, it turns out the game isn't stable at this state, so I'm glad it works anyhow). However you may want to update the files if you encounter low vision distance problem in the newest dev build. RE: 4 immersive custom missions and 2 sandboxes on 2 new planets - melex750 - 11-26-2015 on windows there is also the mod folder at: c:\Program Files\Colobot Gold Edition\data\mods\ It may work at that location. RE: 4 immersive custom missions and 2 sandboxes on 2 new planets - True Destroyer - 11-26-2015 It works now! But only when files stay inside the zip, that's why it hasn't worked for me before, once again I'm updating everything. Thanks for help RE: 4 immersive custom missions and 2 sandboxes on 2 new planets - melex750 - 11-26-2015 I think I found the problem. The game seems to not be properly converting "/" to "\" in scene.txt path descriptions for windows sake. I converted them by hand in one file and tested it in Wine(windows emu for linux) and it loaded the mission. This may be a known bug. I'll see if I can find it, or report it. edit: always use / in level files. RE: 4 immersive custom missions and 2 sandboxes on 2 new planets - krzys_h - 11-26-2015 * 0.1.6 official builds are broken and use <install_dir>\saves instead of C:\Users\<name>\colobot. I know about that but I forgot to fix it. I'll do it soon. * In level files you should ALWAYS use / instead of \. PHYSFS library will convert them as necessary. If it doesn't, that's likely a bug in the library. * I don't think there exists a Camera command that takes arguments pos= and h= * Visibility range wasn't changed in latest dev, from what I recall that could depend on graphics settings * If you unpack the mod .zip file, make sure it has it's own subdirectory, like mods/somename/<data files here> I didn't have time to see the levels myself yet, but the screenshots look really awesome! RE: 4 immersive custom missions and 2 sandboxes on 2 new planets - tomangelo - 11-27-2015 I've played them a little (not so much free time, sadly), but I must say, your levels are AWESOME. Maybe even better than original levels. But there are some bugs, Spoiler : RE: 4 immersive custom missions and 2 sandboxes on 2 new planets - True Destroyer - 11-28-2015 (11-27-2015, 10:25 PM)tomangelo Wrote: I've played them a little (not so much free time, sadly), but I must say, your levels are AWESOME. Maybe even better than original levels. Hey, I'm glad you like them The issue with building/flat ground is game related I believe (for example checking for flat ground always shows only green for me, so it doesn't work at all). The other issue is problematic to fix, I applied a simple placeholder solution already, so in 99% of situations it will simply resolve itself given enough time. Spoiler : Edit: and yup, as melex750 pointed out the particle effects may be due to wind conditions, but it is intended for this map to try and simulate a sandstorm RE: 4 immersive custom missions and 2 sandboxes on 2 new planets - melex750 - 11-28-2015 The issues i noticed with particles may be related to high wind speed. In Amber 1 scene.txt TerrainWind speed= 30;26 RE: Level Pack - 6 immersive custom missions and 2 sandboxes on 3 new planets - kevinvr - 12-24-2015 [attachment=195] (11-26-2015, 01:19 PM)True Destroyer Wrote: It works now! But only when files stay inside the zip, that's why it hasn't worked for me before, once again I'm updating everything. Thanks for help Hi There, I kept getting a SIGSEGV error so I converted some stuff and now I have some working levels. This is what I did - True Levels: True Levels: Amber In Amber levels 1, 2 and 3. (So Far) In folders level001,level002, and level003: Changed all .jpg and .bmp files to .png with "Microsoft Paint". In "scene.txt" files: In the line - TerrainWater image="%lvl%/oil.jpg" level=33.7 moveX=0.05 moveY=0.1 air=TO water=TO color=20;20;20;0 brightness=0.1 Removed (air=TO water=TO) Replaced all .jpg and .bmp with .png These levels/missions now work fine in Colobot Gold version 0.1.6 on my Windows 10 PC. I extracted everything to C:/Program Files/Colobot Gold Edition/data/levels/custom Attached is a screenshot of levels/custom on my PC: [attachment=195] RE: Level Pack - 6 immersive custom missions and 2 sandboxes on 3 new planets - melex750 - 12-24-2015 TO = texture opaque TT = texture transparent CO = color opaque CT = color transparent air = view from above water water = view from under water RE: Level Pack - 6 immersive custom missions and 2 sandboxes on 3 new planets - kevinvr - 12-24-2015 (12-24-2015, 02:18 PM)melex750 Wrote: TO = texture opaque Yes, for some reason they will not work in version 0.1.6 We will see what happens when 0.1.7 comes out. Have a nice day! (11-26-2015, 01:19 PM)True Destroyer Wrote: It works now! But only when files stay inside the zip, that's why it hasn't worked for me before, once again I'm updating everything. Thanks for help Hi There, I cannot seem to be able to research or build a subber In Aria levels 1 or 2. Do I need to add it as DoneResearch? Thanks RE: Level Pack V1H - 6 immersive custom missions and 2 sandboxes on 3 new planets - True Destroyer - 12-30-2015 I'm uploading version where all jpgs and bmps (not including res and relief files) were converted to png, and scene files modified accordingly. I also removed Texture Opaque stuff, but left it for first planet. No new features yet from future updating plans though. For 0.1.6 verision users I'll atach alternative scene.txt's for replacement, without any TO stuff (Transparent oil looks silly on first planet and I don't like to keep it official, so for 0.1.6 users there's a small emergency replacement. ) Edit.: Tested levels with Colobot Gold aplha 0.1.6 win64 portable and levels work even with Texture Opaque stuff on first planet. More info in first post Overall it should work without any errors with dev version, and with alpha 0.1.6 (win64 portable at least). I just uploaded updated version of my levels I'm also making a youtube video for them, as the thread reached more than 1000 views Edit: Video uploaded, you can watch the trailer here. RE: Level Pack V1I - 3 new planets with missions and sandboxes. UPDATE 16.02.2016! - RaptorParkowsky - 02-17-2016 @True Destroyer : Good Job on these levels. I haven't passed any yet because of lack of free time but I'm gonna play this finally in following days. But there's unfortunately one scary thing that I must say about it. The optimization. I mean this package is really huge, even as for a standard level pack with hi-res textures and music. ~128 MB download and ~145 unzip makes it even bigger than standard debug Colobot: Gold Edition build. It's all because there's so many unnecessary file duplicates that you could remove without messing up so much with the levels itself. Just place textures that are used by several levels and change some lines in scene files. For example: All levels from "Amber" chapter that are using the terra001.png texture currently search it into level directory: Code: TerrainInitTextures image="%lvl%/terra.png" // Search a file into levels\custom\Amber\level001\... Code: TerrainInitTextures image="%chap%/terra.png" // Search a file into levels\custom\Amber\... Code: TerrainInitTextures image="%cat%/terra.png" // Search a file into levels\custom\... After removing duplicates you can go further and follow the other tips:
Well, that's it for now. Remember, I'm not criticizing your work, especially when I not really played it yet. That's only my suggestion after a quick check of your package after download. And sorry for my english, hope I'm readable enough . RE: Level Pack V1I - 3 new planets with missions and sandboxes. UPDATE 16.02.2016! - True Destroyer - 02-17-2016 @RaptorParkowsky Thanks, I just uploaded a repacked version, its down to around 85 MB now Yep, I left it a bit messy before, but now its organized the way you suggested (shared files are in chapter directory), the "construct.bmp" files are removed (they were never expected to stay there I just forgot to remove them earlier), and the biggest issue - textures for Ethertron which took up to 50 MB, now take only 25 as they are compressed as you suggested |