OpenXcom Forum

Modding => Released Mods => Topic started by: Coincident on June 04, 2019, 01:04:14 am

Title: [UFO MEGAMOD] XCR: X-COM Classic Remastered
Post by: Coincident on June 04, 2019, 01:04:14 am
X-COM Classic Remastered
An OpenXcom mod that rebalances all original features of classic X-COM.
Every existing technology is situational, and gameplay is more varied.

Download: https://github.com/Coincident/XCOMClassicRemastered/archive/master.zip
Mod portal: https://openxcom.mod.io/x-com-classic-remastered
Official manual: https://docs.google.com/document/d/1w74mm2hztQEn1fmIWZpCMQYygq-xuDaVMDJ6RyDEJ_U/edit#
(contains detailed installation instructions, research trees, balance calculations, and explanations of all the changes made)

Install:
 - download and extract to mods folder
 - start OpenXcom and go to options
 - activate X-COM Classic Remastered mod
 - set UFO Extender accuracy = YES
 - set Explosion Height = 2

Works with a nightly build of vanilla OpenXcom, or OXCE.

(https://image.mod.io/mods/0fcb/531/thumbnail.png)

A complete rebalance of all the features in the classic game to sharpen the gameplay experience variety. Designed for people who want to experience only the original content of the game, without the severe balance problems and with enhanced quality. This mod addresses the blatant balance problems of the original, for example: late-game psionics, the blaster launcher, and the plasma beam’s long range making every interception a cake-walk.
No new content is added, and no old content is removed. There are no new weapons*, alien races, crafts or UFOs. There’s some recoloring & new graphics for original content to increase the quality, and the LukesExtraUFOs + Terrain Pack for some more battlescape scenario variety.
The game is a lot harder - if you want to win the war, be prepared to lose a few battles. Each battle is much more important, and has a greater impact on the entire course of the game. Each choice you take is much more important, because there is much less margin for error. As a result, each victory is so much more satisfying - you won’t win just because you have 10 über-soldiers with flying armor and imba heavy plasmas (there is no such thing now).
Make the wrong decisions, and you will lose.
Make the right decisions, and you might win…


(https://image.mod.io/mods/0fcb/531/screen000.png)





So... this has been in the making, off-line, for about 4 years. There were many pauses and interruptions, but I finally took care of the final details and decided to publish it, since I'm taking another break from the game, and will probably not return for another 2 years.
Not sure if this qualifies as a "megamod" or not, but it's a complete remake of the game. I copied literally every ruleset available into spreadsheet formulas to compare and correlate data, and rebalance everything as accurately as possible.
The mod is fully functional and was heavily tested.
Title: Re: [UFO MEGAMOD] XCR: X-COM Classic Remastered
Post by: efrenespartano on June 04, 2019, 01:34:17 am
I love long descriptions. :)

I'm interested in your mod! You just have a new download.

Question: is this mod in it's final release, right? So... There will be no more updates?

Kudos for the official manual. I love manuals too.

Enviado desde mi LG-M400 mediante Tapatalk

Title: Re: [UFO MEGAMOD] XCR: X-COM Classic Remastered
Post by: Coincident on June 04, 2019, 09:48:43 am
Hello.

Hope you enjoy it  ;)

is this mod in it's final release, right? So... There will be no more updates?
Yes, this is a final release. I'm providing support for the mod, but there are no plans to make more content. The mod is limited to the original content of the game, which has all been reworked already, so there is really nothing else to add.

However, I will pay attention to posts here, so if someone finds a bug or any problem that needs to be fixed, I can work on it and release a hotfix.
Title: Re: [UFO MEGAMOD] XCR: X-COM Classic Remastered
Post by: Mr. Quiet on June 10, 2019, 11:33:42 am
Make the wrong decisions, and you will lose.
Make the right decisions, and you might win…[/font][/size]
Why does this always turn me on? I hate losing in any game, but X-COM makes losing feel rewarding... As long as I also win a few to stay in the fight.
Title: Re: [UFO MEGAMOD] XCR: X-COM Classic Remastered
Post by: Coincident on June 12, 2019, 05:54:50 pm
I hate losing in any game, but X-COM makes losing feel rewarding...
Yeah, it's the same for me. Recovering from non-fatal losses and planning to get back on track feels very rewarding - even when you lose an entire Skyranger to a difficult terror mission.
In the original X-COM (without mods) this only happens in the early-game. After a while you have heavy plasmas, psi-amps, and lots of money; and that feeling is lost. You just proceed to win everything without need for any strategy. The difficulty decreases with time.
This is precisely the issue that I've tried to address with this mod - to keep the game challenging for longer, and make that feeling last into the late-game.
Title: Re: [UFO MEGAMOD] XCR: X-COM Classic Remastered
Post by: yetiisyou on June 22, 2019, 06:48:45 pm
So, mod was installed on last version Openxcom and can't start

(https://i3.imageban.ru/out/2019/06/22/d514d1ccffa1daf0e4ed8035474c1197.png)

 [22-06-2019_18-35-57]   [ERROR]   failed to load 'X-COM Classic Remastered'; mod disabled
Error for 'STR_MUTON_MELEE_WEAPON': offset '-5' have incorrect value in set 'BIGOBS.PCK'


my version https://yadi.sk/d/wrTg4Iu21enlew
Title: Re: [UFO MEGAMOD] XCR: X-COM Classic Remastered
Post by: Solarius Scorch on June 22, 2019, 06:54:08 pm
Yes, recently OXC stopped allowing negative indices for bigobs. This needs to be updated in the mod.
Title: Re: [UFO MEGAMOD] XCR: X-COM Classic Remastered
Post by: efrenespartano on June 22, 2019, 06:58:17 pm
Yes, recently OXC stopped allowing negative indices for bigobs. This needs to be updated in the mod.
Oh, really? D:

What about some vanilla items with negative indices? IIRC, many terrorist units use them.

Enviado desde mi LG-M400 mediante Tapatalk

Title: Re: [UFO MEGAMOD] XCR: X-COM Classic Remastered
Post by: Solarius Scorch on June 22, 2019, 07:08:02 pm
Oh, really? D:

What about some vanilla items with negative indices? IIRC, many terrorist units use them.

Recently OXC stopped allowing negative indices for bigobs. This needs to be updated in the mod.

Enviado desde mi LG-M400 mediante Tapatalk

Gracias por el mensaje esclarecedor!
Title: Re: [UFO MEGAMOD] XCR: X-COM Classic Remastered
Post by: yetiisyou on June 22, 2019, 07:39:39 pm
last build that work with this mod "openxcom_git_master_2019_06_05_1233.exe"
Title: Re: [UFO MEGAMOD] XCR: X-COM Classic Remastered
Post by: Coincident on June 22, 2019, 08:23:17 pm
Not sure what's the meaning of "STR_MUTON_MELEE_WEAPON" having a -5 value  :o
I will look into this asap.
Title: Re: [UFO MEGAMOD] XCR: X-COM Classic Remastered
Post by: Meridian on June 22, 2019, 08:26:33 pm
Not sure what's the meaning of "STR_MUTON_MELEE_WEAPON" having a -5 value  :o
I will look into this asap.

https://github.com/Coincident/XCOMClassicRemastered/blob/master/Ruleset/XCR-Aliens.rul#L801
Title: Re: [UFO MEGAMOD] XCR: X-COM Classic Remastered
Post by: Coincident on June 22, 2019, 08:38:00 pm
Yeah, I had just ran into that ruleset, thank you :)

I will try to remove the bigsprite value altogether, and test.
I believe it should work since those are fixed weapons anyway, so they cant be seen in inventory or ufopaedia.
Title: Re: [UFO MEGAMOD] XCR: X-COM Classic Remastered
Post by: Coincident on June 22, 2019, 09:03:30 pm
I've just updated the master version with the fix, download it here: https://github.com/Coincident/XCOMClassicRemastered/archive/master.zip

The game no longer crashes on startup and launches correctly with the latest nightly build of OpenXcom.

Please try it with your save-games and let me know if everything is ok; so I can tag this with version 1.1 and update the download in the mod portal.
Title: Re: [UFO MEGAMOD] XCR: X-COM Classic Remastered
Post by: Meridian on June 22, 2019, 09:42:22 pm
I believe it should work since those are fixed weapons anyway, so they cant be seen in inventory or ufopaedia.

They can be seen when aliens are mind-controlled.
Title: Re: [UFO MEGAMOD] XCR: X-COM Classic Remastered
Post by: Coincident on June 23, 2019, 02:40:26 pm
They can be seen when aliens are mind-controlled.
Good point.

I just tested this myself a bit further and it's working as intended with both the Snakeman and Muton fixed melee weapons having the bigSprite default value "-1" (which I presume means invisible?)
They still bite / punch at melee range, and mind-controlling them and accessing the inventory shows no problems; both hands are free to use.
Of course the player cannot use the bite / punch melee attacks after mind-controlling, but that is intended.

If no other problems appear, I will tag this with version 1.1 and update the mod portal soon.
Title: Re: [UFO MEGAMOD] XCR: X-COM Classic Remastered
Post by: yetiisyou on June 23, 2019, 07:43:16 pm
work it
thx!
Title: Re: [UFO MEGAMOD] XCR: X-COM Classic Remastered
Post by: Yankes on June 25, 2019, 02:08:30 am
https://openxcom.org/forum/index.php/topic,3287.msg113764.html#msg113764
Title: Re: [UFO MEGAMOD] XCR: X-COM Classic Remastered
Post by: yetiisyou on June 25, 2019, 07:00:19 pm
So it was a few days of hell on a genius level. But the soldiers did not want to learn to shoot straight, enemy tanks were armored, and units without armor withstand several sniper shots. Even dogs from the first shot often do not die. Keeping a balance between lost battles and won battles, it all comes down to a weak economy and long research.
My subjective opinion is that this mod is even harder to feel long war on a difficult level. My patience has run out after losing the third game in two days.
Title: Re: [UFO MEGAMOD] XCR: X-COM Classic Remastered
Post by: Coincident on June 25, 2019, 11:42:53 pm
Version 1.1 released and added to the mod portal.

https://openxcom.org/forum/index.php/topic,3287.msg113764.html#msg113764
Thank you for the info. So it's confirmed that -1 means no-sprite.  :)

So it was a few days of hell on a genius level. But the soldiers did not want to learn to shoot straight, enemy tanks were armored, and units without armor withstand several sniper shots. Even dogs from the first shot often do not die. Keeping a balance between lost battles and won battles, it all comes down to a weak economy and long research.
My subjective opinion is that this mod is even harder to feel long war on a difficult level. My patience has run out after losing the third game in two days.
Thank you for trying the mod, and for the honest feedback.
I'm sorry that it didn't work out for you - the mod is indeed very hard even in lower difficulties, let alone genius/superhuman.

As for some specifics:
 - Soldiers with bad accuracy were also a source of frustration for me when play-testing. But that only made me value more the soldiers that got good stats after living past 6-7 missions. At that moment you can use them as snipers, safely shooting from long range, while rookies scout for enemies.
 - It helps a LOT to get early laser weapons - even the laser pistol makes quite a difference. They have the highest accuracy (good for rookie soldiers) and are excellent at killing enemy tanks. Both the Cyberdisk and the Sectopod are vulnerable to lasers.
 - The "dogs" (Reaper right?) were made slightly stronger and faster - but they are very vulnerable to explosives. Rockets are very effective, but sometimes even a grenade is enough.

(These are the sort of things you can read in the ufopedia once you get some research done, but it's also in the manual)
Title: Re: [UFO MEGAMOD] XCR: X-COM Classic Remastered
Post by: Salt Factory on June 27, 2019, 07:37:26 am
Great mod, it's been a real rollercoaster so far. I like the capture rework, making live soldiers worthwhile and all. One thing I'd like, but just an idea is to make it so XCOM has to manufacture human plasma weapons. And well, I think I need to start a new campaign after, well, this.
Title: Re: [UFO MEGAMOD] XCR: X-COM Classic Remastered
Post by: Solarius Scorch on June 27, 2019, 09:02:51 am
What is the point of designing human plasma weapons when the alien ones are perfectly fine for all humanoids?
Title: Re: [UFO MEGAMOD] XCR: X-COM Classic Remastered
Post by: Coincident on June 27, 2019, 10:04:21 am
@Salt Factory's screenshot: Ouch. That's some real bad luck to have all civilians cornered up with a chryssalid. I think you have 2 options: 1 - Shoot all the civilians before they turn into zombies. 2 - Get your soldiers back inside the skyranger and flee! Either way you will get a really bad score on that mission.

Anyway it should not mean restarting the campaign, you should be fine after having negative score in 1 month. As long as it doesn't happen in 2 consecutive months (that's the losing condition I think). Maybe next month the terror mission will be with Floaters.  ;)


As for manufacturing plasma weapons for humans: when making this mod I considered doing that (many other mods at the time also did that).
But ultimately I chose not to, and to stick with the alien plasma weapons only, to stay as faithful to the original X-COM as possible.
Title: Re: [UFO MEGAMOD] XCR: X-COM Classic Remastered
Post by: yetiisyou on June 27, 2019, 11:33:30 am

As for some specifics:

I forgot to tell you that I used it in a bunch of FMP

I suppose that without FMP it will be a little easier))
Title: Re: [UFO MEGAMOD] XCR: X-COM Classic Remastered
Post by: Salt Factory on June 27, 2019, 08:02:45 pm
I tried and luckily did kill that Chryssalid, but there was another hiding behind the van. Thanks for the great work as always. I'll see if I can salvage this. After having to abort.
Title: Re: [UFO MEGAMOD] XCR: X-COM Classic Remastered
Post by: Coincident on June 29, 2019, 02:21:32 am
I forgot to tell you that I used it in a bunch of FMP

I suppose that without FMP it will be a little easier))
I don't understand. What do you mean with "FMP"?
Title: Re: [UFO MEGAMOD] XCR: X-COM Classic Remastered
Post by: kevL on June 29, 2019, 03:40:27 am
I don't understand. What do you mean with "FMP"?

full metal packet, aka Full Final Mod Pack
Title: Re: [UFO MEGAMOD] XCR: X-COM Classic Remastered
Post by: Coincident on July 02, 2019, 02:03:39 pm
Errrrrm... so, yetiisyou was playing with both XCR and FMP mods active at the same time?  :o
I'm surprised it didn't just crash.

This megamod is not meant to be mixed with any other mods.

Even if, somehow, it does not crash, the balance (and the point of this mod) will be completely broken. The game might get stupidly-easy, or literally impossible.
Title: Re: [UFO MEGAMOD] XCR: X-COM Classic Remastered
Post by: Valmont on July 04, 2019, 08:13:08 am
This mod is exactly what I was looking for!!! Too bad it doesn't use OXCE as a base, I stopped using Nightlyes loooong ago.
Title: Re: [UFO MEGAMOD] XCR: X-COM Classic Remastered
Post by: ohartenstein23 on July 05, 2019, 06:21:44 pm
This mod is exactly what I was looking for!!! Too bad it doesn't use OXCE as a base, I stopped using Nightlyes loooong ago.

You can use it with OXCE (might need some tweaks for the stricter ruleset validation) and it should run fine, just won't make use of the more advanced engine features.
Title: Re: [UFO MEGAMOD] XCR: X-COM Classic Remastered
Post by: TheDeparted on July 11, 2019, 08:47:53 pm
I've just updated the master version with the fix, download it here: https://github.com/Coincident/XCOMClassicRemastered/archive/master.zip

The game no longer crashes on startup and launches correctly with the latest nightly build of OpenXcom.

Please try it with your save-games and let me know if everything is ok; so I can tag this with version 1.1 and update the download in the mod portal.

I still get the crash at startup. something with the floater commander.
Title: Re: [UFO MEGAMOD] XCR: X-COM Classic Remastered
Post by: Coincident on July 12, 2019, 11:51:34 am
Too bad it doesn't use OXCE as a base, I stopped using Nightlyes loooong ago.
I didn't prepare this mod for OXCE because I didn't need any of it's advanced features. But if OXCE is backward compatible with the vanilla rulesets, then it should work without problems.

Did you try it with OXCE? Did it crash or give you some error message? If it's an easy fix I can work on it and also support OXCE with this mod.

But otherwise I'm not willing to invest a large amount of time doing changes (or branches) that are specific to OXCE. Just download a nighly to a different folder and use it play this mod. For everything else you have OXCE.

I still get the crash at startup. something with the floater commander.
That should be a different problem from last time, I think.
There must have been a new update in the nightlies, for which something in this mod is incompatible. I will look into this as soon as I get some time (probably this weekend).
Until then, a temporary solution is: downloading a slighly older nightly (from 1-2 weeks ago) and it should work.
Title: Re: [UFO MEGAMOD] XCR: X-COM Classic Remastered
Post by: Meridian on July 12, 2019, 12:07:24 pm
But if OXCE is backward compatible with the vanilla rulesets, then it should work without problems.

OXCE is generally backwards-compatible with vanilla rulesets... IF used correctly.

Vanilla OpenXcom tolerates a lot more issues with the ruleset than OXCE... and either ignores what's wrong or simply works incorrectly/unpredictably; or crashes at runtime... in OXCE many such cases are checked and the game won't start until they are fixed.

Edit: in your case, I see two ruleset errors (after fixing those, the game starts properly):

1. research of floater commander references non-existing unlock topic

Code: [Select]
  - name: STR_FLOATER_COMMANDER
    cost: 160
    points: 36
    unlocks:
      - STR_CYDONIA_DEP                 # this doesn't exist, did you mean STR_CYDONIA_OR_BUST_DEP ?
      - STR_ALIEN_ORIGINS
      - STR_THE_MARTIAN_SOLUTION_DEP
      - STR_CYDONIA_OR_BUST_DEP
      - STR_LIVE_FLOATER_OR_CELATID

2. two weapons reference non-existing research dependency STR_THIS_WEAPON_CANNOT_BE_USED_BY_XCOM

Code: [Select]
  - type: STR_BLASTER_LAUNCHER
    requires:
      - STR_THIS_WEAPON_CANNOT_BE_USED_BY_XCOM
    size: 0.8
    costSell: 150000
  - type: STR_BLASTER_BOMB
    requires:
      - STR_THIS_WEAPON_CANNOT_BE_USED_BY_XCOM
    size: 0.5
    costSell: 31500
    recoveryPoints: 2

You can fix it in many ways, currently easiest is by defining it and making it depend on an (unobtainable) item

Code: [Select]
research:
  - name: STR_THIS_WEAPON_CANNOT_BE_USED_BY_XCOM
    needItem: true
    cost: 0
Title: Re: [UFO MEGAMOD] XCR: X-COM Classic Remastered
Post by: Meridian on July 12, 2019, 12:35:07 pm
Also a few images don't use correct palettes/format (in this case transparency index), currently it's not enforced, but eventually (in near-ish future) this will also be a hard requirement.

From the log file:

Code: [Select]
[WARN] Image Resources/FirestormRestyle/firestorm_base.gif (from SDL) have set incorrect transparent color index 255 instead of 0
[WARN] Image Resources/FC/FC.gif (from SDL) have set incorrect transparent color index 127 instead of 0
[WARN] Image Resources/XCL/XCL-FB.gif (from SDL) have set incorrect transparent color index 255 instead of 0
[WARN] Image Resources/XCL/XCL-NB.gif (from SDL) have set incorrect transparent color index 255 instead of 0
[WARN] Image Resources/XCL/XCL-TB.gif (from SDL) have set incorrect transparent color index 255 instead of 0
[WARN] Image Resources/FirestormRestyle/firestorm_minimised.gif (from SDL) have set incorrect transparent color index 127 instead of 0
[WARN] Image Resources/FirestormRestyle/firestorm_dogfight.gif (from SDL) have set incorrect transparent color index 255 instead of 0
[WARN] Image Resources/Geoscape/TEXTURE15.GIF (from SDL) have set incorrect transparent color index 255 instead of 0
[WARN] Image Resources/Geoscape/TEXTURE36.GIF (from SDL) have set incorrect transparent color index 255 instead of 0
[WARN] Image Resources/Geoscape/TEXTURE57.GIF (from SDL) have set incorrect transparent color index 255 instead of 0
Title: Re: [UFO MEGAMOD] XCR: X-COM Classic Remastered
Post by: Coincident on July 12, 2019, 04:47:51 pm
Ah, I see. I was not aware of those details about OXCE.
Thank you for the help Meridian.  :)

Those issues don't look like much trouble. I'm confident that I can take a look and fix them during the weekend.
So, probably, there's going to be an OXCE-compatible version soon.
Title: Re: [UFO MEGAMOD] XCR: X-COM Classic Remastered
Post by: Coincident on July 14, 2019, 10:11:46 pm
I just fixed the missing research problems that caused the mod to crash on startup when using OXCE.
I updated the master version of the mod - it's not published yet because I still want to take a look at the transparency warnings.

But anyway it should work now. Download it from here: https://github.com/Coincident/XCOMClassicRemastered/archive/master.zip
Title: Re: [UFO MEGAMOD] XCR: X-COM Classic Remastered
Post by: Coincident on July 21, 2019, 06:20:06 pm
Version 1.2 released in the mod portal with the research fixes - OXCE is now supported.

I did not fix the transparency warnings because I have personal stuff going on with my life and I dont have a lot of free time ATM.
I will fix them at a later point in time, once they become a more pressing issue.
Title: Re: [UFO MEGAMOD] XCR: X-COM Classic Remastered
Post by: Firestorm_01 on February 17, 2020, 06:13:28 pm
I've fixed issues with tilesets:
https://github.com/Coincident/XCOMClassicRemastered/pull/1

Some palletes copied from correct gifs. Some - from FMP.

Warnings disappeared and no trippy colors appeared.

Something still wrong in logs:
[WARN]   MAP_CULTAFARMA not found in ru
[17-02-2020_19-05-18]   [WARN]   MAP_CULTAFARMB not found in ru
[17-02-2020_19-05-18]   [WARN]   MAP_DESERTMOUNT not found in ru
[17-02-2020_19-05-18]   [WARN]   MAP_DESERTTEMPLE not found in ru
[17-02-2020_19-05-18]   [WARN]   MAP_FORESTMOUNT not found in ru
[17-02-2020_19-05-18]   [WARN]   MAP_FORESTPOLAR not found in ru
[17-02-2020_19-05-18]   [WARN]   MAP_GRASSLANDDESERT not found in ru
[17-02-2020_19-05-18]   [WARN]   MAP_GRASSLANDDESERTMOUNT not found in ru
[17-02-2020_19-05-18]   [WARN]   MAP_GRASSLANDFOREST not found in ru
[17-02-2020_19-05-18]   [WARN]   MAP_GRASSLANDFORESTMOUNT not found in ru
[17-02-2020_19-05-18]   [WARN]   MAP_JUNGLEMOUNT not found in ru
[17-02-2020_19-05-18]   [WARN]   MAP_JUNGLEPOLAR not found in ru
[17-02-2020_19-05-18]   [WARN]   MAP_JUNGLETEMPLE not found in ru
[17-02-2020_19-05-18]   [WARN]   MAP_NATIVEUFO not found in ru
[17-02-2020_19-05-18]   [WARN]   MAP_POLARDESERT not found in ru
[17-02-2020_19-05-18]   [WARN]   MAP_POLARDESERTMOUNT not found in ru
[17-02-2020_19-05-18]   [WARN]   MAP_POLARMOUNT not found in ru
[17-02-2020_19-05-18]   [WARN]   MAP_SAVANNADESERT not found in ru
[17-02-2020_19-05-18]   [WARN]   MAP_SAVANNADESERTMOUNT not found in ru
[17-02-2020_19-05-18]   [WARN]   MAP_SAVANNAFOREST not found in ru
[17-02-2020_19-05-18]   [WARN]   MAP_SAVANNAFORESTMOUNT not found in ru
[17-02-2020_19-05-18]   [WARN]   MAP_STEPPEDESERT not found in ru
[17-02-2020_19-05-18]   [WARN]   MAP_STEPPEDESERTMOUNT not found in ru
[17-02-2020_19-05-18]   [WARN]   MAP_STEPPEFOREST not found in ru
[17-02-2020_19-05-18]   [WARN]   MAP_STEPPEFORESTMOUNT not found in ru
[17-02-2020_19-05-18]   [WARN]   MAP_TAIGADESERT not found in ru
[17-02-2020_19-05-18]   [WARN]   MAP_TAIGADESERTMOUNT not found in ru
[17-02-2020_19-05-18]   [WARN]   MAP_TAIGAFOREST not found in ru
[17-02-2020_19-05-18]   [WARN]   MAP_TAIGAFORESTMOUNT not found in ru
[17-02-2020_19-05-18]   [WARN]   MAP_TUNDRADESERT not found in ru
[17-02-2020_19-05-18]   [WARN]   MAP_TUNDRADESERTMOUNT not found in ru
[17-02-2020_19-05-18]   [WARN]   MAP_TUNDRAMOUNT not found in ru
[17-02-2020_19-04-48]   [ERROR]   Crossing the prime meridian in mission zones requires a different syntax, region: STR_SOUTH_ATLANTIC, zone: 1, area: 6, lonMin: 359.82, lonMax: 0.95
[17-02-2020_19-04-48]   [ERROR]     Wrong example: [350,   8, 20, 30]
[17-02-2020_19-04-48]   [ERROR]   Correct example: [350, 368, 20, 30]

But it is something else.


Also looks like this mod contains forbidden Terrain Pack. Or some parts of it.
Title: Re: [UFO MEGAMOD] XCR: X-COM Classic Remastered
Post by: Coincident on February 18, 2020, 01:28:45 pm
Hello Firestorm_01.
Thank you so much for your contribution.
I will take a look at your pull-request, and include the changes in a new release as soon as possible.

Yeah, this mod includes an old (but stable) version of the Terrain Pack. I did try updating it once, but I failed miserably; it broke half the maps, and I didn't understand why.
Title: Re: [UFO MEGAMOD] XCR: X-COM Classic Remastered
Post by: Meridian on February 18, 2020, 01:39:25 pm
the warnings there are just about missing translations for "new battle" screen
Title: Re: [UFO MEGAMOD] XCR: X-COM Classic Remastered
Post by: Firestorm_01 on February 18, 2020, 07:00:24 pm
the warnings there are just about missing translations for "new battle" screen
You probably should not updating it since using it it restricted by author as far as I know. Probably it even should be removed at all.