Author Topic: [COMPILATION] Final Mod Pack (FMP)  (Read 667765 times)

Offline Word on the Wind

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #2940 on: August 31, 2018, 09:00:59 pm »
I don't know what to tell you, I downloaded it four days ago, same time as the Nightly I applied it to.

Is the Laser Tank supposed to be free with the Laser Cannon, or did the UFOpedia entry just pop up early for me? If it's not doing that on your end, I'd like to adjust my end appropriately.

Offline Solarius Scorch

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #2941 on: August 31, 2018, 10:55:17 pm »
I don't know what to tell you, I downloaded it four days ago, same time as the Nightly I applied it to.

Is the Laser Tank supposed to be free with the Laser Cannon, or did the UFOpedia entry just pop up early for me? If it's not doing that on your end, I'd like to adjust my end appropriately.

OK, maybe it was fixed in this (yet) unreleased version and I just can't remember. (Which is very likely.)

EDIT: Ah no, I was just blind. Fixing now.
The ufopaedia entry for STR_TANK_LASER_CANNON should require STR_TANK_LASER_CANNON, not STR_LASER_CANNON.)


EDIT: VERSION 2.2 UPLOADED!

- Changed weights on terrain types (mountainous terrain is picked less often).
- New terrain: cacti-less desert (for outside of the Americas).
- 2 new jungle map blocks.
- Hybrid convoys are now fixed missions (not UFOs).
- Repairing Stormtrooper armour no longer requires Alien Electronics.
- Fixed point value of the Scout Drone.
- Fixed Skymarshall map (by New Civilian).
- Minor fixes to maps.

Link in the opening post, enjoy!

Offline Word on the Wind

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #2942 on: September 05, 2018, 04:03:21 am »
Hey there, got a repeating crash whenever I send a lander to a crash site. I think it might be the alien ship type not playing nice with the terrain. Save included just before the Skymarshal reaches the site. I tried to figure out more on my own but the only thing I can really say is that enabling Save Scum so that the game will reroll the area doesn't seem to work.

I was using Nightly version 1.0 git 2018-08-17 08:57 and Final Mod 2.2

Edit: Got another North African UFO crash site and it crashed again, this time actually giving me crash information.

Code: [Select]
[04-09-2018_20-16-39] [FATAL] A fatal error has occurred: Terrain DESERTMOUNT_NOCACTI not found
[04-09-2018_20-16-39] [FATAL] Unfortunately, no stack trace information is available
[04-09-2018_20-17-29] [FATAL] OpenXcom has crashed: Terrain DESERTMOUNT_NOCACTI not found
« Last Edit: September 05, 2018, 06:24:10 am by Word on the Wind »

Offline SupSuper

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #2943 on: September 05, 2018, 04:32:50 am »
Looks like there is no possible terrain for texture 7 lon 46.3478 lat -16.6523.

Offline Moon_Dew

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #2944 on: September 07, 2018, 10:41:18 am »
Recommended advanced settings and mods?

Offline Meridian

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #2945 on: September 07, 2018, 10:49:22 am »
Recommended advanced settings and mods?

Adv. settings:
"UFO Extender Accuracy": YES

Mods: none

Offline Tekamthi

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #2946 on: September 08, 2018, 08:23:01 pm »
Mods: none

I'm gonna disagree here, though on purely subjective basis.  I'm surely a minority here, but I find the item limits for craft an essential vanilla element.  Most seem to feel that this was not a game design element so much as a technical issue, or that its a very abstract limit (ie should be weight-based), and these are both true perhaps, but FMP's variety of items makes things too easy w/ no limits.. you can bring an entire base store's worth of weapons and ammo, making for very powerful non-vanilla tactics, and nullifies a subtle-but-significant advantage of the HWPs.

The vanilla technical limitation imo was not that there were item limits, but that larger craft were still stuck on 80 items. Anyway i've posted a ruleset in another thread started by me on this sub if anyone's interested
« Last Edit: September 08, 2018, 08:24:36 pm by Tekamthi »

Offline SupSuper

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #2947 on: September 09, 2018, 05:21:55 am »

Offline Meridian

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #2948 on: September 09, 2018, 10:56:37 am »
in oxce 4.0, the following delete statements will be required

Code: [Select]
manufacture:
  - delete: STR_LASER_PISTOL
  - delete: STR_LASER_RIFLE
  - delete: STR_HEAVY_LASER

Offline Solarius Scorch

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #2949 on: September 10, 2018, 07:55:20 pm »
I have updated a fixed version 2.2b, contains the missing trajectory and terrain.

Also, today the FMP debuts on the Mod.io!

Offline Word on the Wind

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #2950 on: September 15, 2018, 01:07:08 am »
Was finishing out October, I had downed a Very Large ship and rather than assault it at night, I opted to let time pass and let daylight come, soon as the clock hit 23:59:59 however, the game crashes and gives me this error.

Code: [Select]
[14-09-2018_14-56-41] [FATAL] A fatal error has occurred: Error proccessing mission script named: invasion, mission type: STR_HYBRID_GROUND_CONVOY is not defined
[14-09-2018_14-56-41] [FATAL] Unfortunately, no stack trace information is available
[14-09-2018_14-58-18] [FATAL] OpenXcom has crashed: Error proccessing mission script named: invasion, mission type: STR_HYBRID_GROUND_CONVOY is not defined

Save file included.

Offline Solarius Scorch

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #2951 on: September 15, 2018, 01:22:46 am »
Was finishing out October, I had downed a Very Large ship and rather than assault it at night, I opted to let time pass and let daylight come, soon as the clock hit 23:59:59 however, the game crashes and gives me this error.

Code: [Select]
[14-09-2018_14-56-41] [FATAL] A fatal error has occurred: Error proccessing mission script named: invasion, mission type: STR_HYBRID_GROUND_CONVOY is not defined
[14-09-2018_14-56-41] [FATAL] Unfortunately, no stack trace information is available
[14-09-2018_14-58-18] [FATAL] OpenXcom has crashed: Error proccessing mission script named: invasion, mission type: STR_HYBRID_GROUND_CONVOY is not defined

Save file included.

Looks like a problem with version change mid-campaign.
Open your save file with a text editor, look for STR_HYBRID_GROUND_CONVOY (under possibleMissions) and delete every line containing this string... Should help.

EDIT: Actually I've done it for you... Please check attached :)

Offline Word on the Wind

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #2952 on: September 15, 2018, 06:42:22 am »
Oof, didn't realize there'd be an issue like that. Thank you.

--- posts merged ---

The North African deserts are causing CTDs again. Don't have an error message. Save included. I'm using 2.2B
« Last Edit: September 15, 2018, 01:27:52 pm by Solarius Scorch »

Offline Solarius Scorch

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #2953 on: September 15, 2018, 01:30:30 pm »
The North African deserts are causing CTDs again. Don't have an error message. Save included. I'm using 2.2B

Weird - the game just closes, no message, nothing in the logs O_O

Can I have some help here please? I don't know what's wrong, this is seriously weird.

Offline Aidan Pryde

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #2954 on: September 15, 2018, 02:43:36 pm »
Hey. I have the same. I put a message on mod.io

Quote: Just got a terrain missing crash. Desert near Tripoli. Any Way I can send you a save to check it out? - Yeah, another one, the African desert seems to be the culprit.

I am working around that at the moment with not doing missions in the african deserts and not shooting them down over the african desert. But other Deserts seem fine or its not happening every time. Can't really put my finger on it.

I'll try to force one and put up the log file.

Here's the Log.

[15-09-2018_12-58-38]   [WARN]   No free channels available
[15-09-2018_13-00-37]   [FATAL]   A fatal error has occurred: Map generator encountered an error: No valid terrain found.
[15-09-2018_13-00-37]   [FATAL]   0x6242b0 OpenXcom::CrossPlatform::stackTrace(void*)
[15-09-2018_13-00-37]   [FATAL]   0x627b80 OpenXcom::CrossPlatform::crashDump(void*, std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> > const&)
[15-09-2018_13-00-37]   [FATAL]   0x401580 exceptionLogger()
[15-09-2018_13-00-37]   [FATAL]   0xa0f2a8 MPEGaction::MPEGaction()
[15-09-2018_13-00-37]   [FATAL]   0x46c190 OpenXcom::ConfirmLandingState::btnYesClick(OpenXcom::Action*)
[15-09-2018_13-00-37]   [FATAL]   0x633f00 OpenXcom::InteractiveSurface::mouseClick(OpenXcom::Action*, OpenXcom::State*)
[15-09-2018_13-00-37]   [FATAL]   0x634360 OpenXcom::InteractiveSurface::handle(OpenXcom::Action*, OpenXcom::State*)
[15-09-2018_13-00-37]   [FATAL]   0x6324a0 OpenXcom::State::handle(OpenXcom::Action*)
[15-09-2018_13-00-37]   [FATAL]   0x62aed0 OpenXcom::Game::run()
[15-09-2018_13-00-37]   [FATAL]   0x401820 SDL_main
[15-09-2018_13-00-37]   [FATAL]   0x854370 console_main
[15-09-2018_13-00-37]   [FATAL]   ??
[15-09-2018_13-00-37]   [FATAL]   0x76b88460 BaseThreadInitThunk
[15-09-2018_13-00-37]   [FATAL]   0x77b92f40 RtlValidSecurityDescriptor
[15-09-2018_13-00-37]   [FATAL]   0x77b92f40 RtlValidSecurityDescriptor
« Last Edit: September 15, 2018, 03:03:23 pm by Aidan Pryde »