Author Topic: [COMPILATION] Final Mod Pack (FMP)  (Read 1861183 times)

Offline new_civilian

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #1635 on: June 16, 2015, 12:51:48 pm »
Just a small idea: Why not add the TFTD original UFOs, I made that for my personal mod and they look surprisingly good and everything works fine (animation, doors, ramp-files). I used the ones that were combo-patch-fixed by the latest XcomUtil (on the CE version)) and had zero problems. There are only 9 rmp's and 9 map's and some terrain files to copy.  :)

Offline pilot00

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #1636 on: June 16, 2015, 01:53:06 pm »
Just a small idea: Why not add the TFTD original UFOs, I made that for my personal mod and they look surprisingly good and everything works fine (animation, doors, ramp-files). I used the ones that were combo-patch-fixed by the latest XcomUtil (on the CE version)) and had zero problems. There are only 9 rmp's and 9 map's and some terrain files to copy.  :)

I can understand this premiss and it would indeed be a cool thing, but IMHO having added several TFTD alien races in (albeit with other names) and gauss weapons, already messes with immersion a bit. Better not strech it to the breaking point.

Offline Solarius Scorch

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #1637 on: June 16, 2015, 04:14:29 pm »
it's actually not that hard with the right tools.  here's a GNU awk script that can do it for you in one go:
Code: [Select]
BEGIN { inExtraStrings=0 }
/^extraStrings/ { inExtraStrings=1 }
/^ +STR_/ { if ( 1 == inExtraStrings ) { $0 = gensub(/^([^:]+: *)([^\"\r]*)\r?$/, "\\1\"\\2\"", -1) } }
{ print $0 }
If you put that code in a file, say "quotify.awk", you can fix the ruleset like this:
[/code]

[sarcasm]Thanks, why haven't I thought of that. :P [/sarcasm]

I'm not a complete n00b, I've taken some courses in programming (mostly Java), but I don't know what awk is and I certainly am not going to learn it just to fix something like this.

Just a small idea: Why not add the TFTD original UFOs, I made that for my personal mod and they look surprisingly good and everything works fine (animation, doors, ramp-files). I used the ones that were combo-patch-fixed by the latest XcomUtil (on the CE version)) and had zero problems. There are only 9 rmp's and 9 map's and some terrain files to copy.  :)

Sure, it can be done, but I haven't found a formula for using them.

I can understand this premiss and it would indeed be a cool thing, but IMHO having added several TFTD alien races in (albeit with other names) and gauss weapons, already messes with immersion a bit. Better not strech it to the breaking point.

Yeah. I would love to use new sprites for these races, but I don't think it'll ever happen.[/code]
« Last Edit: June 16, 2015, 04:17:10 pm by Solarius Scorch »

Offline DoxaLogos (JG)

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #1638 on: June 16, 2015, 07:28:23 pm »
Regular expressions are awesome when used in moderation :)

https://blog.codinghorror.com/regular-expressions-now-you-have-two-problems/

Offline Dioxine

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #1639 on: June 16, 2015, 08:12:46 pm »
I have a simpler method of doing this:
1. Add an item ('problem').
2. Check if it works mechanics wise and repair problem if neccessary.
3. Add language strings for the item.
4. If the game crashes with a yaml error, add ""s to the strings.
5. If it doesn't, problem -> voidNull.
6. Start working on the next item ('problem').

:)

Offline new_civilian

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #1640 on: June 17, 2015, 12:54:30 pm »
Here, I updated the Skymarshal a bit:

1. The landingears now have lights, those help when disembarking
2. The soldiers at the doors now deploy with their face towards the doors!

Code: [Select]
    deployment:
      - [4, 7, 0, 0]
      - [5, 7, 0, 0]
      - [4, 8, 0, 0]
      - [5, 8, 0, 0]
      - [4, 9, 0, 0]
      - [5, 9, 0, 0]
      - [4, 10, 0, 0]
      - [5, 10, 0, 0]
      - [4, 11, 0, 0]
      - [5, 11, 0, 0]
      - [4, 12, 0, 0]
      - [5, 12, 0, 0]
      - [4, 13, 0, 0]
      - [5, 13, 0, 0]
      - [4, 14, 0, 6]
      - [5, 14, 0, 2]


Offline pilot00

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #1641 on: June 17, 2015, 01:34:17 pm »
Never understood why the designer made it a single storie craft with the wheels installed on the wings.

Offline hellrazor

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #1642 on: June 17, 2015, 03:21:10 pm »
Never understood why the designer made it a single storie craft with the wheels installed on the wings.

Well yes that one of the main points of it which i do not like about it, but nothing that cannot be changed.
I guess i have to rework it's map and recolor it's MCD file, if i wanna use it in my Mod (alloy Blue for the win!)

Offline Solarius Scorch

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #1643 on: June 17, 2015, 03:32:38 pm »
Thanks Civilian, I'll have a look tonight. But I don't think I'll use the lights, because it screws with automatic recovery of E-115; I'd have to manually add this component to every UFO Power Source in the game, and it's a bit hackish.

Maybe I'll do something like this if I ever move FMP to Openxcom Extended.

Offline Meridian

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #1644 on: June 17, 2015, 03:36:08 pm »
My vote is probably not worth much, but I would prefer if you didn't move to OXCE.

Offline hellrazor

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #1645 on: June 17, 2015, 03:47:43 pm »
Thanks Civilian, I'll have a look tonight. But I don't think I'll use the lights, because it screws with automatic recovery of E-115; I'd have to manually add this component to every UFO Power Source in the game, and it's a bit hackish.

Maybe I'll do something like this if I ever move FMP to Openxcom Extended.

Maybe we could overwork the MCD file, add in a component which provides light without placing items an the map?

Offline hellrazor

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #1646 on: June 17, 2015, 03:56:08 pm »
Thanks Civilian, I'll have a look tonight. But I don't think I'll use the lights, because it screws with automatic recovery of E-115; I'd have to manually add this component to every UFO Power Source in the game, and it's a bit hackish.
You know you have to do this far every UFO Map! Those are like 180 Maps at the moment...

Offline Solarius Scorch

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #1647 on: June 17, 2015, 04:25:14 pm »
Maybe we could overwork the MCD file, add in a component which provides light without placing items an the map?

Yeah, it's possible! But I'm not sure if it's desirable for every player.

You know you have to do this far every UFO Map! Those are like 180 Maps at the moment...

I know, that's why I said I'm not crazy about it. :P

Offline myk002

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #1648 on: June 17, 2015, 06:45:44 pm »
[sarcasm]Thanks, why haven't I thought of that. :P [/sarcasm]
Hrm, perhaps it would have been more useful of me to just attach the fixed version..
If you have a work in progress version you'd like me to update instead, I'd be happy to.

I updated the script a bit to handle the DOS line endings a bit more gracefully:
Code: (quotify.awk) [Select]
BEGIN { inExtraStrings=0 }
/^extraStrings/ { inExtraStrings=1 }
/^ +STR_/ { if ( 1 == inExtraStrings ) { $0 = gensub(/^([^:]+: *)([^\"]*)$/, "\\1\"\\2\"", -1) } }
{ print $0 }

Code: (commandline) [Select]
tr -d '\r' <FinalModPack.rul | awk -f quotify.awk | sed 's/$/\r/g' >FinalModPack.corrected.rul

Offline Solarius Scorch

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #1649 on: June 17, 2015, 07:04:14 pm »
Hrm, perhaps it would have been more useful of me to just attach the fixed version..
If you have a work in progress version you'd like me to update instead, I'd be happy to.

I updated the script a bit to handle the DOS line endings a bit more gracefully:
Code: (quotify.awk) [Select]
BEGIN { inExtraStrings=0 }
/^extraStrings/ { inExtraStrings=1 }
/^ +STR_/ { if ( 1 == inExtraStrings ) { $0 = gensub(/^([^:]+: *)([^\"]*)$/, "\\1\"\\2\"", -1) } }
{ print $0 }

Code: (commandline) [Select]
tr -d '\r' <FinalModPack.rul | awk -f quotify.awk | sed 's/$/\r/g' >FinalModPack.corrected.rul

Awesome, thanks Myk! I'm attaching the UNRELEASED VERSION BADOOM-DAMMM of the mod. Please run it through your beastie.