OpenXcom Forum

Modding => Work In Progress => Topic started by: Human Ktulu on May 18, 2014, 09:06:38 pm

Title: [The Final Mod Pack] Misc part
Post by: Human Ktulu on May 18, 2014, 09:06:38 pm
Hello,

The goal of this project is to make huge community modpack well balanced with multi-language adds for strings (en-GB, en-US and fr strings for begining).

I have indexed all existing mods and classified in the following way :

[HERE] (https://openxcom.org/forum/index.php?topic=2027.msg19553#msg19553) - core : the main tech tree
[HERE] (https://openxcom.org/forum/index.php?topic=2158.msg21326#msg21326) - vessel : improved fighter, longrange fighter, ultimate fighter ...
[HERE] (https://openxcom.org/forum/index.php?topic=2159.0) - personnal armour : combat uniform, jump armor ...
[HERE] (https://openxcom.org/forum/index.php?topic=2160.0) - basic weapon : sniper, shootgun, grenades, machinegun, knife, ...
[HERE] (https://openxcom.org/forum/index.php?topic=2161.0) - advanced weapon : plasma, gauss, railgun, laser, dart-rifle, FushionTorch ...
[HERE] (https://openxcom.org/forum/index.php?topic=2162.0) - hwp : all tanks and overtanks, sectopods, ...
[HERE] (https://openxcom.org/forum/index.php?topic=2163.0) - misc : maps, new units, custom rulset's, gfx/sfx improvements, ...

Of course I will not included the totality of the existing mods, but to choose most interesting and to balance them in the game.

Thanks for your support !
Title: Re: [WIP][The Final Mod Pack] Misc part
Post by: Human Ktulu on May 18, 2014, 09:06:48 pm
==============================
Adv Weapons Sounds By Human Ktulu
==============================

Just for testing, work with Solarius's compilations.
Title: Re: [WIP][The Final Mod Pack] Misc part
Post by: Human Ktulu on May 18, 2014, 09:24:55 pm
EXISTING MOD :

Custom Rulset :
- Aliens Melee Stat
- Improved Nations
- Soldier Class (WIP)
- slowTechProgress
- PlasmaBeamMod
- Mixed Aliens
- ExtraPockets

Race :
- CULT
- ReptoidRace

Graphic :
- AlienInventoryMod
- Amiga Fonts (I use "Big" only)
- Chikos Laser Weapons New Graphics

Music :
- Weapon Sound Variety
- Gameplay Ambience

Terrain :
- Alien Base Addon Terrain
- Alien Base Cave
- City Addon Terrain
- expanded terror
- Farm Addon Terrain
- Gameplay Terror Terrains
- Lukes Dark UFOs
- Lukes extra UFOs
- Terror Site Addon Terrains
Title: Re: [The Final Mod Pack] Misc part
Post by: davide on May 20, 2014, 11:24:50 pm
The misc type group contain too much argoments

In my opinion It is better to divide it in more different part.

The grops could be

 -new mission (terrain, terror, ufo)
- Cult, Men in Black,
- new race raptoid and Waspite, Cybermite (Cover aliens)
Title: Re: [The Final Mod Pack] Misc part
Post by: Human Ktulu on May 20, 2014, 11:45:22 pm
Hello,

In fact I simply thought to make a list and validating the compatible mods being able to be used directly.
Or simply an "compilation" of existing mods with compatibility checked.
Title: Re: [The Final Mod Pack] Misc part
Post by: davide on May 21, 2014, 01:36:26 pm
Thanks

The list of compatible mods is a must have !!! :P
Title: Re: [The Final Mod Pack] Misc part
Post by: myk002 on September 07, 2014, 11:37:15 am
Hey guys, I've run into a crash issue.  I'm not sure what it is due to, exactly, but it only appears to happen on one map (on alien turn 1).  Does anyone know what to look for in the savegame yaml to determine which map it is?  It's a terror mission with Ethereals and Sectopods, and appears to have a large stadium to the north of my landing site.  Does that ring a bell?  Which mod does this come from?

The technical issue is that the alien patrol nodes seem to be corrupt.  I opened a bug at https://openxcom.org/bugs/openxcom/issues/819 but Warboy closed it, saying (rightly) that he wasn't about to debug the FMP.  I'm not quite sure where to go with this next.  I've attached a savegame that shows the issue and written up some more technical details in the bug report, if that helps.

Great job on the FMP, by the way!  You've done an excellent job of blending all the new content!
Title: Re: [The Final Mod Pack] Misc part
Post by: Solarius Scorch on September 07, 2014, 11:45:17 am
Hey guys, I've run into a crash issue.  I'm not sure what it is due to, exactly, but it only appears to happen on one map (on alien turn 1).  Does anyone know what to look for in the savegame yaml to determine which map it is?  It's a terror mission with Ethereals and Sectopods, and appears to have a large stadium to the north of my landing site.  Does that ring a bell?  Which mod does this come from?

The technical issue is that the alien patrol nodes seem to be corrupt.  I opened a bug at https://openxcom.org/bugs/openxcom/issues/819 but Warboy closed it, saying (rightly) that he wasn't about to debug the FMP.  I'm not quite sure where to go with this next.  I've attached a savegame that shows the issue and written up some more technical details in the bug report, if that helps.

Great job on the FMP, by the way!  You've done an excellent job of blending all the new content!

This terrain is from Hobbes' Terrain Pack - the new Railyard tileset. I don't really think it's related to the FMP at all (though I made the nodes for those maps, so it's probably my fault anyway :P). Therefore I really think you should go to Hobbes with this one, because I wouldn't know where to start.
Title: Re: [The Final Mod Pack] Misc part
Post by: myk002 on September 07, 2014, 07:36:59 pm
thx! Will do : )

edit: done (https://openxcom.org/forum/index.php?topic=2358.msg31644#msg31644)