Author Topic: [COMPILATION] Final Mod Pack (FMP)  (Read 1821029 times)

Offline wolfreal

  • Colonel
  • ****
  • Posts: 298
    • View Profile
Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #2490 on: January 10, 2017, 02:19:05 am »
Hello again.

 I have a another question. I know FMP is intended for "vanilla" OXC, but I´m curious about what can be the behaviour of this mod pack if you use OXCE or OXCE+. Obviously, I have tested the game with those two, and looks like playable. For the very short tests I did with a already started savegame, the only thing I see weird was that a alien retaliation mission that was not scripted in original savegame spawn from I don´t know where.

Does anybody have tested this? What are your experiences?. Does the mod maintainers (Thanks Solarius) (and Ktulu) have any opinion about it?

i will do a test myself, but it is not a "pureblood" test (I like to add other mods and well, I cheat a little adding some more missions in the first month in the base region).

Thanks.

EDIT:

I have done some tests. The game works almost flawless. I got a map error only, just a message about recording something in log, the only thing I found was this:

Spoiler:
[10-01-2017_01-21-14]   [WARN]   STR_TERROR_SITE_ not found in en

It appears to be something missing in the english translation.

The other details is that alien bases are not displaying. I have this in the savegame

Spoiler:
alienBases:
  - lon: 1.4691175686677607
    lat: -0.60509633944893593
    id: 5
    race: STR_SECTOID
    discovered: true
    deployment: STR_TERROR_MISSION

but the square of the base does not appears. I try to set discovered to false, and open the savegame in normal OXC, sending all the crafts again, checking it gets discovered, but the base does not appear. I will now try to put this same base in a new "vanilla OXC" to see whats happens.

Again, I know FMP is not intended to be played with OXCE or OXCE+.

EDIT2: Tried to correct some grammar.

-- posts merged - Solarius Scorch ---

EDIT2

Well, the string "    deployment: STR_TERROR_MISSION" on the alien base section sounds a little weird, so I remove it by hand and then the base appears in all three (OXC, OXCE, OXCE+).

Some idea why this happens?.
« Last Edit: January 10, 2017, 10:59:38 am by Solarius Scorch »

Offline hellrazor

  • Commander
  • *****
  • Posts: 2025
  • Deep Ruleset Digger & Bughunter
    • View Profile
    • Github Account
Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #2491 on: January 10, 2017, 10:29:50 am »
EDIT2

Well, the string "    deployment: STR_TERROR_MISSION" on the alien base section sounds a little weird, so I remove it by hand and then the base appears in all three (OXC, OXCE, OXCE+).

Some idea why this happens?.

There was a bug in the nightlies a while back, which was fixed in: https://github.com/SupSuper/OpenXcom/commit/8e1e390558cfd976855473027234f0b36ee4c700
and this one here: https://github.com/SupSuper/OpenXcom/commit/acd4eb30c7ff7013d93a7f55a71acc595e965e85

No clue how up to date OCXE or other forks are.

Offline wolfreal

  • Colonel
  • ****
  • Posts: 298
    • View Profile
Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #2492 on: January 10, 2017, 10:36:45 am »
Thanks Hellrazor. I will test some vanilla and post in the forks threads. It does not appear to be a problem with FMP then.

Offline Solarius Scorch

  • Global Moderator
  • Commander
  • *****
  • Posts: 11675
  • WE MUST DISSENT
    • View Profile
    • Nocturmal Productions modding studio website
Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #2493 on: January 10, 2017, 11:07:38 am »
OXCE+ is backwards-compatible, so I'm sure it should work just fine with FMP. The mod doesn't contain any super new features that could probably be unsupported by OXCE+.

Regarding that bug: I don't think OXCE+ is buggy like this, someone would probably have noticed. Are you sure you got the right files? Or maybe it's a problem with a save?

Offline ohartenstein23

  • Commander
  • *****
  • Posts: 1933
  • Flamethrowers fry cyberdisk circuits
    • View Profile
Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #2494 on: January 10, 2017, 03:06:52 pm »
No clue how up to date OCXE or other forks are.

Extended/Plus pulled in the nightly branch changes just a few months ago, so it is compatible.  There hasn't been much new feature development since then in nightly, and any recent bugfixes were pulled in too.

Offline Absle

  • Sergeant
  • **
  • Posts: 20
    • View Profile
Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #2495 on: January 10, 2017, 05:09:31 pm »
Is there anyway to read the ufopedia entries from the mod's files? I just beat my first run, but I most definitely did not get all of the research topics and I'm curious to read what I missed.

Offline Solarius Scorch

  • Global Moderator
  • Commander
  • *****
  • Posts: 11675
  • WE MUST DISSENT
    • View Profile
    • Nocturmal Productions modding studio website
Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #2496 on: January 10, 2017, 05:29:29 pm »
Is there anyway to read the ufopedia entries from the mod's files? I just beat my first run, but I most definitely did not get all of the research topics and I'm curious to read what I missed.

Open your options.cfg, make sure that it says:

Code: [Select]
  debug: true
Run the game, press Ctrl+ D. Now you're in debug mode and everything is open.

Offline Absle

  • Sergeant
  • **
  • Posts: 20
    • View Profile
Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #2497 on: January 11, 2017, 04:02:52 am »
Open your options.cfg, make sure that it says:

Code: [Select]
  debug: true
Run the game, press Ctrl+ D. Now you're in debug mode and everything is open.


Hey, thanks! This is what I'm gonna do, but out of pure curiosity where are the entries stored in the files? I can find the images associated with them easily enough, but where does the actual text come from?

--- posts merged - Solarius Scorch ---

Ehm, actually I just got home and I'm trying this now and it doesn't seem to be working. The line in options.cfg definitely has,
debug: true
on it, but pressing Ctrl+D on both the main menu and in a new game just after messily setting up the first base doesn't seem to be doing anything. Tried both right and left Ctrl buttons.
« Last Edit: January 11, 2017, 04:49:13 am by Solarius Scorch »

Offline Solarius Scorch

  • Global Moderator
  • Commander
  • *****
  • Posts: 11675
  • WE MUST DISSENT
    • View Profile
    • Nocturmal Productions modding studio website
Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #2498 on: January 11, 2017, 04:51:38 am »
No idea why it's not working for you, I use it all the time for modding... Maybe you've modified some other copy of the file? Can someone help?

Anyway, all text is stored in extraStrings_XX_FMP.rul, XX denoting the language that interests you.

Offline wolfreal

  • Colonel
  • ****
  • Posts: 298
    • View Profile
Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #2499 on: January 11, 2017, 07:37:20 am »
Hi.

Sorry if I´m posting this here when I should post it anywhere.

Regarding the alien base behaviour that I see using FMP with OXCE+, I made some experiments. (I know, not intended to work this way, but backward compatible so...).

I set this experiments:

First Experiment:
Spoiler:
Mod list:
  - "xcom1 ver: 1.0"
  - "Aliens_Pick_Up_Weapons ver: 1.0"
  - "UFOextender_Gun_Melee ver: 1.0"
  - "UFOextender_Psionic_Line_Of_Fire ver: 1.0"
  - "UFOextender_Starting_Avalanches ver: 1.0"
  - "XcomUtil_Fighter_Transports ver: 1.0"
  - "XcomUtil_Pistol_Auto_Shot ver: 1.0"
  - "XcomUtil_Skyranger_Weapon_Slot ver: 1.0"
  - "XcomUtil_Starting_Defensive_Improved_Base ver: 1.0"
  - "XcomUtil_Statstrings ver: 1.0"
  - "oxce+strings ver: 1.0"

I know that OXCE+string is only needed with oxce+, but I did not deactivate it in the other ones for convenience.

Information from savegames:

Spoiler:
OXCE+ Savegame
name: DEBUG_OXCE+_ALIENBASE
version: Extended 3.5+
build: " (v2017-01-06)"

OXCE Savegame
name: DEBUG_OXCE_ALIENBASE
version: 3.5
build: " Extended"

OXC Savegame.
name: DEBUG_OXC_ALIENBASE
build: " git 2016-12-30 10:57"
version: 1.0

I added this alien base missions to the savegames:
Code: [Select]
  - type: STR_ALIEN_BASE
    region: STR_EUROPE
    race: STR_SECTOID
    nextWave: 0
    nextUfoCounter: 0
    spawnCountdown: 10
    liveUfos: 0
    uniqueID: 3
    missionSiteZone: -1
  - type: STR_ALIEN_BASE
    region: STR_NORTH_AFRICA
    race: STR_FLOATER
    nextWave: 0
    nextUfoCounter: 0
    spawnCountdown: 10
    liveUfos: 0
    uniqueID: 4
    missionSiteZone: -1

   
I run a game month and this is the result:

OXC   Savegame: Both bases show.
     deployment: STR_ALIEN_BASE_ASSAULT
OXCE  Savegame: Both bases show.
     deployment: STR_ALIEN_BASE_ASSAULT
OXCE+ Savegane:
     deployment: STR_ALIEN_BASE_ASSAULT
    
With this, I confirmed that the builds are working Ok with vanilla.

https://https://https://https://https://https://https://https://https://https://https://https://https://https://https://https://https://https://https://https://https://https://https://https://https://https://https://

Then, I tried again, with FMP,
Spoiler:
mods:
  - "xcom1 ver: 1.0"
  - "Aliens_Pick_Up_Weapons ver: 1.0"
  - "UFOextender_Gun_Melee ver: 1.0"
  - "UFOextender_Psionic_Line_Of_Fire ver: 1.0"
  - "UFOextender_Starting_Avalanches ver: 1.0"
  - "XcomUtil_Fighter_Transports ver: 1.0"
  - "XcomUtil_Pistol_Auto_Shot ver: 1.0"
  - "XcomUtil_Skyranger_Weapon_Slot ver: 1.0"
  - "XcomUtil_Starting_Defensive_Improved_Base ver: 1.0"
  - "XcomUtil_Statstrings ver: 1.0"
  - "final-mod-pack ver: 1.9.6"
  - "hqsoundsfmp ver: 1.0"
  - "oxce+strings ver: 1.0"

Spoiler:
name: OXC_DEBUGALIENBASE
version: 1.0
build: " git 2016-12-30 10:57"

name: OXCE_DEBUGALIENBASE
version: 3.5
build: " Extended"

name: OXCE+_DEBUGALIENBASE
version: Extended 3.5+
build: " (v2017-01-06)"

Added the same bases mission in the savegames.
Run one game month.

Results:

OXC   Savegame: Both bases show.
     deployment: STR_ALIEN_BASE_ASSAULT
OXCE  Savegame: No base showing
     deployment: STR_TERROR_MISSION
OXCE+ Savegane: No base showing
     deployment: STR_TERROR_MISSION
    
So, the error appears when FMP is added and used in OXCE or OXCE+.

I read alienMissions_FMP.rul, and see this line
Code: [Select]
    spawnZone: 4 #Mission zone for alien bases

So, I modified the added alien base mission, and set a new experiment with missionSiteZone changed from -1 to 4.

Code: [Select]
  - type: STR_ALIEN_BASE
    region: STR_EUROPE
    race: STR_SECTOID
    nextWave: 0
    nextUfoCounter: 0
    spawnCountdown: 10
    liveUfos: 0
    uniqueID: 3
    missionSiteZone: 4
  - type: STR_ALIEN_BASE
    region: STR_NORTH_AFRICA
    race: STR_FLOATER
    nextWave: 0
    nextUfoCounter: 0
    spawnCountdown: 10
    liveUfos: 0
    uniqueID: 4
    missionSiteZone: 4

run again with OXCE and OXCE+. Same issue, deployment is STR_TERROR_MISSION. The same happens with normal gameplay, not adding base missions by hand.




Offline Meridian

  • Global Moderator
  • Commander
  • *****
  • Posts: 8974
    • View Profile
Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #2500 on: January 11, 2017, 11:54:19 am »
There was a bug in the nightlies a while back, which was fixed in: https://github.com/SupSuper/OpenXcom/commit/8e1e390558cfd976855473027234f0b36ee4c700
and this one here: https://github.com/SupSuper/OpenXcom/commit/acd4eb30c7ff7013d93a7f55a71acc595e965e85

No clue how up to date OCXE or other forks are.

Both commits are already included in OXCE and OXCE+.

You can btw. very easily check on github, how big the gap is.
For OXCE+ github says: "This branch is 971 commits ahead, 27 commits behind SupSuper:master."
(https://github.com/MeridianOXC/OpenXcom/tree/oxce3.5-plus-proto)

Again, I know FMP is not intended to be played with OXCE or OXCE+.

OXCE+ is backwards-compatible with vanilla... the only breaking change is the new lighting engine from OXCE... but there should be an option soon to switch to original lighting engine.
« Last Edit: January 11, 2017, 12:00:05 pm by Meridian »

Offline hellrazor

  • Commander
  • *****
  • Posts: 2025
  • Deep Ruleset Digger & Bughunter
    • View Profile
    • Github Account
Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #2501 on: January 11, 2017, 07:42:43 pm »
FMP alienMissions is lacking siteType definitions.
Example:

Code: [Select]
  - type: STR_ALIEN_BASE
    points: 50
    objective: 2 #Built a alien base
    siteType: STR_ALIEN_BASE_ASSAULT
    spawnZone: 4 #Mission zone for alien bases

and

Code: [Select]
  - type: STR_ALIEN_INFILTRATION
    points: 150 #Pact score only awarded on month end
    objective: 1
    siteType: STR_ALIEN_BASE_ASSAULT
    spawnZone: 4 #Mission zone for alien bases

This is required since https://github.com/SupSuper/OpenXcom/commit/8e1e390558cfd976855473027234f0b36ee4c700 which was commited in July 2016....
Keep your Ruleset updated!

EDIT: Attached the corrected ruleset on this post.
« Last Edit: January 11, 2017, 07:47:19 pm by hellrazor »

Offline wolfreal

  • Colonel
  • ****
  • Posts: 298
    • View Profile
Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #2502 on: January 11, 2017, 08:13:14 pm »
Thanks Hellrazor (Taking care of writing it the correct way  ;) )

I added the siteType: STR_ALIEN_BASE_ASSAULT to the corresponded missions and it works perfectly.

I tried to look at the github of FMP to push the correction, but it says the version is 1.9.1.

Offline Solarius Scorch

  • Global Moderator
  • Commander
  • *****
  • Posts: 11675
  • WE MUST DISSENT
    • View Profile
    • Nocturmal Productions modding studio website
Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #2503 on: January 11, 2017, 08:27:56 pm »
Thanks, Hellrazor.

/8e1e390558cfd976855473027234f0b36ee4c700 which was commited in July 2016....
Keep your Ruleset updated!

Easy for you to say, when I haven't used the vanilla nightly for a year. I did my best to follow the changes and I succeeded in 95% of cases, but since I don't have any real contact with it, it was doomed to fail. That's why I have to rely on external help.

I tried to look at the github of FMP to push the correction, but it says the version is 1.9.1.

There is a Github, but it wasn't me who posted it there (I only gave permission) and I certainly don't maintain it... If someone wants to take care of it, it would be nice.

Anyway, I'll post a fix, too.

EDIT: Wait, why is siteType: STR_ALIEN_BASE_ASSAULT under STR_ALIEN_INFILTRATION?

Offline hellrazor

  • Commander
  • *****
  • Posts: 2025
  • Deep Ruleset Digger & Bughunter
    • View Profile
    • Github Account
Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #2504 on: January 11, 2017, 08:30:52 pm »
Thanks, Hellrazor.

Easy for you to say, when I haven't used the vanilla nightly for a year. I did my best to follow the changes and I succeeded in 95% of cases, but since I don't have any real contact with it, it was doomed to fail. That's why I have to rely on external help.

There is a Github, but it wasn't me who posted it there (I only gave permission) and I certainly don't maintain it... If someone wants to take care of it, it would be nice.

Anyway, I'll post a fix, too.

EDIT: Wait, why is siteType: STR_ALIEN_BASE_ASSAULT under STR_ALIEN_INFILTRATION?

Nevermind, glad i remembered this issue.
It needs to be also under STR_ALIEN_INFILTRATION, or alien bases from infiltrations will not correctly be generated.

EDIT: I can only recommend github for modding, it makes things easier. and you can keep track of your thoughts and stuff.
« Last Edit: January 11, 2017, 08:38:06 pm by hellrazor »