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Messages - Firestorm_01

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1
Released Mods / Re: [COMPILATION] Final Mod Pack (FMP)
« on: August 29, 2022, 11:13:30 pm »
I recommend to mention OXCE addon at mod page and  put link to OXCE addon there:
https://openxcom.mod.io/final-mod-pack

This way more player should notice addon.

2
Released Mods / Re: [COMPILATION] Final Mod Pack (FMP)
« on: August 13, 2022, 06:09:35 pm »


To paraphrase Asterix & Cleopatra, "Have you read what I've written, or have you not read what I've written?" :P
Yeah, I know about submod approach, but it will be harder to manage and keep balanced, so it is somewhat like compromise. Also it will bring double the amount of work in testing and tweaking, since there will be 2 versions - with submod and without it. It will work through, but full transition to oxce is definitely valid option.
Anyway it is great that FMP still going forward.
 Thank you!

3
Released Mods / Re: [COMPILATION] Final Mod Pack (FMP)
« on: August 13, 2022, 03:22:29 pm »
Quote
One possible feature I am seriously considering is better integration with OXCE.
Considering oxce integration. I think it can be started with recommended game options feature. It may help new players to get proper mod settings, since they may not even know what is range bases accuracy, for example.
Overall maybe it is better to move to oxce completely since most new mods doing it. Oxce has to many benefits in various areas, including even ai.

4
Congratulation with 1.0 Release.
Should not this topic moved to released Mods?

5
Actually that video was ending video of full mod walkthrough series of the mod.
So, I guess it could be used as good representation of the mod.

6
Well, I've watched https://www.youtube.com/watch?v=Gu1rPS4fYX4&t=4558s
Looks like mods is good. But the one thing I find especially intresting is that mod fits category that a not a lof of mods have.
Like what mod  player should play if he want XCom like xcom? Most popular mods are heavy total conversions. That is also includes X-COM Files.
Well, there are FMP, hardmode expansion and that is basically all. Other mods that is plays somewhat like "vanilla" actually no longer supported and their time passed.
That is why I find Harmony unique. It is looks like vanilla, but better balanced and whith more stuff and with OXCE features supported.

7
Hello. What kind of options recommend to use with this mod?

8
XPiratez / Re: [MAIN] XPiratez - K2 - 2 Nov - Ice Ice Cool
« on: February 23, 2020, 12:51:51 pm »
What happened with direct download link? Is there something wrong happened?

9
Released Mods / Re: [UFO MEGAMOD] XCR: X-COM Classic Remastered
« 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.

10
Released Mods / Re: [UFO MEGAMOD] XCR: X-COM Classic Remastered
« 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.

11
Released Mods / Re: [COMPILATION] Final Mod Pack (FMP)
« on: December 11, 2019, 06:05:40 pm »
OpenXcom mods have 0 developers involved and 1-2 modders (and maximum 1 being the owner).
OpenXcom modders (with very few exceptions) are not developers (majority are not even IT people), they don't know how source control or continuous integration even works or what it is (no offense intended).

We have accountants, lawyers, geologists, etc. here... all doing this as a fun hobby.... not as any kind of serious IT project.
Also, people just make their "dreams come true", and I can assure you, everybody has a different dream...

Let's be glad that at least some of the mods are even published on github... I couldn't expect more.

Hm... So they can be teached and helped  with maintaining. It is rather interesting vector of work. Intresting thing to consider.

12
Released Mods / Re: [COMPILATION] Final Mod Pack (FMP)
« on: December 11, 2019, 05:23:15 pm »
Why does it appear not actual?
It appears actual enough to me :/
Ops, my bad. It is really actural:
https://github.com/SolariusScorch/Final-Mod-Pack/commits/master
Quote
Some terrain fixes
@SolariusScorch
SolariusScorch committed on 24 Oct

Looks like it is readme text quite old.
Quote
THE FINAL MOD PACK 2.2b

No such thing ever worked.
If you have more than 2-3 authors, it will fall apart.

Is that OpenXCom mod specific? I mean other projects survived having insane activity per weak from bunch of random pepole. For example this:
https://github.com/CleverRaven/Cataclysm-DDA

It has around 6 developers and dozens of random cotributors. Dozens of Pull request passed during 2 weeks. This includes codebase edits, json edits and even mods for that game.

To be fair this project has some sings of being, well, mess (I can critisize this project for hours). But it is still stable and fun to play. And it survived more than 8 years it that state. So with proper control  and properly inmpelented Continious Integration with unit tests even insane activity is possible.

I am actually surprised that mods for OpenXcom is almost always sole works (of course with sharing resources from other mods).

13
Released Mods / Re: [COMPILATION] Final Mod Pack (FMP)
« on: December 11, 2019, 04:27:58 pm »
I have question about github FMP repository mentioned in the first post
 Is it actual? It appears it is not.

And did anyone try or plan to make somewhat like community version of this mod there anyone can contribute?

14
Released Mods / Re: [COMPILATION] FMP Extended
« on: May 12, 2019, 11:06:53 pm »
I don't know how much you want to change FMP, but if it's just a few additional OXCE features, you can also just create a small FMP submod... no need to copy the entire FMP.

Yes I undertand. But is much easier to bundle it this way. Just donwload, copy orignal Xcom files, enable mod and play. Solarious went this way with Xcom files. Also not all players know how to install mods and where to set some options neccesary options.

And certanly it is easier to tweak it this way.

Also I can't find FMP on github (only it's outdated version). Maybe it is time to put updated version with some extensions. Maybe someone will fork it.

15
Released Mods / [COMPILATION] FMP Extended
« on: May 12, 2019, 10:47:34 pm »
FMP Extended. My version is outdated.
Look here for new version from FMP author:
https://openxcom.org/forum/index.php?topic=2027.0


FMP Github repo:
https://github.com/SolariusScorch/Final-Mod-Pack

FMP Oxce addon Github repo:
https://github.com/SolariusScorch/Final-Mod-Pack-Extended

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