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Author Topic: [COMPILATION] Final Mod Pack (FMP)  (Read 1901683 times)

Offline Solarius Scorch

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #1860 on: August 24, 2015, 09:30:06 am »
Was watching the last Meridian's video and the Holodrone seems to be missing "constantAnimation: true" for its armor type, since it stands completely still instead of spinning around:



That's curious, I never knew it was animated. :) Another quick fix.

EDIT: Not as quick. Which routine would that need? Because it's not animating for me.
« Last Edit: August 24, 2015, 09:34:39 am by Solarius Scorch »

Offline hellrazor

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #1861 on: August 24, 2015, 10:04:03 am »
That's curious, I never knew it was animated. :) Another quick fix.

EDIT: Not as quick. Which routine would that need? Because it's not animating for me.

Try this, but adept the Armor values accordingly:

Code: [Select]
  - type: HOLODRONE_ARMOR
    spriteSheet: HOLODRONE.PCK
    allowInv: false
    corpseBattle:
      - STR_HOLODRONE_CORPSE
    frontArmor: 20
    sideArmor: 20
    rearArmor: 20
    underArmor: 20
    drawingRoutine: 16
    constantAnimation: true
    movementType: 1
    damageModifier:
      - 1.0
      - 1.0
      - 0.0
      - 1.0
      - 1.0
      - 0.5
      - 1.0
      - 1.0
      - 1.0
      - 0.0
    loftempsSet: [ 4 ]
« Last Edit: August 24, 2015, 10:13:54 am by hellrazor »

Offline Solarius Scorch

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #1862 on: August 24, 2015, 10:12:11 am »
Thanks Hellrazor, this did the trick... Uh, I mean, I added the constantAnimation: true flag to another armour by mistake. *facepalm*

Offline robin

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #1863 on: August 24, 2015, 10:27:16 am »
Yeah the routine is 16 (Biodrone).

Maybe you checked the wrong version of the mod? Gazer mod has two versions (exactly because of drawingroutine differences for the Holodrone): a 1.0-compatible legacy version, and a nightly-compatible current version. FMP AFAIK uses nightly, so you should use the latter version (IIRC even the sprite is different).

Offline Solarius Scorch

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #1864 on: August 24, 2015, 05:27:18 pm »
Yeah the routine is 16 (Biodrone).

Maybe you checked the wrong version of the mod? Gazer mod has two versions (exactly because of drawingroutine differences for the Holodrone): a 1.0-compatible legacy version, and a nightly-compatible current version. FMP AFAIK uses nightly, so you should use the latter version (IIRC even the sprite is different).

Yeah, thanks, it was another problem that was simply an omission.

Anyway, looks like I'll have to release the next version sooner than I thought...

Offline hellrazor

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #1865 on: August 24, 2015, 06:31:14 pm »
Btw Solarius you didn't mentioned the minor Mappatches i gave you, do you forget to put them in?

Offline Solarius Scorch

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #1866 on: August 24, 2015, 06:41:37 pm »
Btw Solarius you didn't mentioned the minor Mappatches i gave you, do you forget to put them in?

Aww, sorry, I think I forgot to mention it. I'll credit you in the next version. Many apologies.

EDIT: Version 1.6.4 is online.

  • Fixed some globe map issues.
  • New Chtonite death scream (taken from Daedalus' pack for the FMP - so I sort of canonized it).
  • Fixed Holodrone's animation.
« Last Edit: August 24, 2015, 10:16:50 pm by Solarius Scorch »

Offline DrakeEB

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #1867 on: August 25, 2015, 07:47:03 am »
Question, is this still not compatible with Commendations mod? Or is it me? I can't get them to work together. I have the latest nightly and the Commendations nightly version as well. It would always crash when entering a battle. :(

Offline Solarius Scorch

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #1868 on: August 25, 2015, 08:07:20 am »
Question, is this still not compatible with Commendations mod? Or is it me? I can't get them to work together. I have the latest nightly and the Commendations nightly version as well. It would always crash when entering a battle. :(

It crashes for me too, on Geoscape. I don't know why, no idea how to check.

Offline Bob of Mage

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #1869 on: August 25, 2015, 07:28:59 pm »
I'm getting a crash when it goes to the first alien turn during a terror mission. Thankfully I can just abort the mission and keep going.

EDIT: I just saw that you updated the mod so I'll point out that I was using 1.6.3 if it matters.
« Last Edit: August 25, 2015, 07:31:12 pm by Bob of Mage »

Offline Solarius Scorch

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #1870 on: August 25, 2015, 08:35:33 pm »
I'm getting a crash when it goes to the first alien turn during a terror mission. Thankfully I can just abort the mission and keep going.

EDIT: I just saw that you updated the mod so I'll point out that I was using 1.6.3 if it matters.

Sorry about that. I can't see anything immediately wrong, so it's probably some problem with nodes.

Does it happen when you load a save before the battle and generate a new map? (Toggling the save scumming option may be necessary.) If it loads just fine, then it's 99% a nodes problem and I'll notify Hobbes about this.

(On a side note, responding to this post crashed my browser. -_- )

Offline Bob of Mage

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #1871 on: August 25, 2015, 10:59:41 pm »
Sorry about that. I can't see anything immediately wrong, so it's probably some problem with nodes.

Does it happen when you load a save before the battle and generate a new map? (Toggling the save scumming option may be necessary.) If it loads just fine, then it's 99% a nodes problem and I'll notify Hobbes about this.

(On a side note, responding to this post crashed my browser. -_- )

I made a save right before (I'll post it in case it helps) and the same thing happened. I tried it with save scumming and the first turn loaded fine. I'd say it's a map issue like you said.

On the plus side I was going to try and brave fighting Chryssalids, which likely would have ended badly. So the bug might have saved some of my grunts lives.

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #1872 on: August 25, 2015, 11:55:45 pm »
Solarius, would be nice to have a fmp also for opentfdt, what about? Thare are hundres of sprites along the forum, that may be adapted for tne game, so no need to make brand new from scrath  ;D

Offline Solarius Scorch

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #1873 on: August 26, 2015, 11:53:36 am »
Solarius, would be nice to have a fmp also for opentfdt, what about? Thare are hundres of sprites along the forum, that may be adapted for tne game, so no need to make brand new from scrath  ;D

Sure, go ahead. :P

niculinux

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #1874 on: August 26, 2015, 12:07:53 pm »
Sure, go ahead. :P

for instance, helping this openTFTD project would be great, see my suggestion in  there!!  8)