aliens

Author Topic: [COMPILATION] Final Mod Pack (FMP)  (Read 1580368 times)

Offline PAK001

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #3300 on: April 07, 2022, 05:46:08 pm »

Offline Chuckebaby

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #3301 on: April 10, 2022, 03:19:53 am »
Hi Guys,

Does the FMP work on OpenXcom Extended?

Like a charm. Been using it on OXCE latest versions for about 6 months now. It's great.

Offline ThirstyMan

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #3302 on: May 14, 2022, 12:07:00 pm »
A bit of a n00b with mods and OXCE so excuse the ignorance.

What options (psionic LOS, strafing, etc) are recommended for the best experience with FMP?


Offline Meridian

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #3303 on: May 14, 2022, 12:22:01 pm »
For the best experience, the options should be left at their default values and no other mods should be used.

Offline ThirstyMan

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #3304 on: May 14, 2022, 01:07:34 pm »
Do you not have to activate alternate movement methods or is that overridden by the mod ?

Offline Meridian

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #3305 on: May 14, 2022, 02:08:22 pm »
Do you not have to activate alternate movement methods or is that overridden by the mod ?

You don't have to do anything.
The default and best experience is with the alternate movement methods turned off.
That's why it is a default.

Of course, you (or anyone else) can have a completely different definition of "best experience" than I (or anyone else); "best" is highly subjective after all.
Feel free to tweak to your personal liking.

Offline ThirstyMan

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #3306 on: May 14, 2022, 08:37:33 pm »
Thanks

Offline Solarius Scorch

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #3307 on: May 16, 2022, 05:52:34 pm »
All I can say is that I use alternative movement methods; else the art of going around corners forces me to take take one a step away from the wall, and then diagonally back. I find it annoying, so why not just strife. But that's me.

Offline dervish200

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #3308 on: July 29, 2022, 11:22:43 pm »
Started today this mod for first time on openxcom port for vita.
Mod works fine,but on this mission city defense(see attach),there are
some tiles are purple (like some textures are missing),on this stage there are not only on that place on screen.

And and this mission first time met purple slime(can see on attach),
how to kill this thing? Tried machine guns,shotgun,assault riffle,flamer...it takes lots of shots but still lives,only stun rod with savescam can work on those sometimes.

Also is there a way to improve accuracy for soldiers,besides of stats?
And is there possible to somehow heal yourself with med items?

Using last version of fmp and no other mods.

p.s. tried ob pc with different versions of mod,and those purple tiles still there...
added savefile with that mission.
« Last Edit: July 30, 2022, 02:10:58 pm by dervish200 »

Offline Solarius Scorch

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #3309 on: August 05, 2022, 11:49:51 am »
Thanks. It's a known problem, probably even fixed in the GitHub version already.

Offline dervish200

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #3310 on: August 05, 2022, 02:36:48 pm »
Can you give a link to this version? Wanna check it...and how else its different from mod-site version?

And if i gonna try other mod version,it will not corrupt or conflict with savefiles?

I played alot this awesome mod and port already,and besides of that moment above, didn't had any other iddues,and those purple block saw only once on that terror map. Still terror happen rarelly for me,as i shoot down and assault almost all alien ships

Another wierd moment,im already far ingame and researching plasma and have psi soldiers,but still i haven't seen even once MiB missions or enemies(only saw Hybrid soldiers),and i shot down and going to mission each alien ship. I thought MiB should spawn more at biggining of new game,coz of earth weaponry,but on my save,still haven't seen them at all,also too rare those cyber-plate alien monster(saw it once only ingame). Or maybe im just unlucky,with random factor.

P.s. if you mean this version: https://github.com/SolariusScorch/Final-Mod-Pack/releases/tag/2.8e
I checked it now with those my saves...purple squares,still there(and at other places too on that map stage).
« Last Edit: August 05, 2022, 02:52:05 pm by dervish200 »

Offline Yankes

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #3311 on: August 05, 2022, 03:20:27 pm »
it could be bug in map generation, it it was true it will stay in your save. Next mission on same map type will not have this bug again.

Offline Solarius Scorch

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #3312 on: August 05, 2022, 03:44:24 pm »
Can you give a link to this version?

It's still unreleased: https://github.com/SolariusScorch/Final-Mod-Pack/archive/refs/heads/master.zip

And if i gonna try other mod version,it will not corrupt or conflict with savefiles?

Should be OK.

Another wierd moment,im already far ingame and researching plasma and have psi soldiers,but still i haven't seen even once MiB missions or enemies(only saw Hybrid soldiers),and i shot down and going to mission each alien ship. I thought MiB should spawn more at biggining of new game,coz of earth weaponry,but on my save,still haven't seen them at all,also too rare those cyber-plate alien monster(saw it once only ingame). Or maybe im just unlucky,with random factor.

It's random; the MiB are a "race" like any other, and they come mostly by RNG.

Offline dervish200

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #3313 on: August 05, 2022, 04:38:22 pm »
It's still unreleased: https://github.com/SolariusScorch/Final-Mod-Pack/archive/refs/heads/master.zip

Should be OK.

It's random; the MiB are a "race" like any other, and they come mostly by RNG.

Yeah checked that version,bug is fixed there.

Also have a question.
Is it safe to use "Standart" openxcom mods with FMP ? Like: aliens can pick weapons,or stun weapons,and those other ones...which comes with standart pack of openxcom.

And i just got message,that one country signed pact with aliens,and radars cover whole world already so bring down almost all ufo,still pact is signed. In mod or in openxcom is there a way to get country back to funding list for x-com?
« Last Edit: August 05, 2022, 09:08:20 pm by dervish200 »

Offline Wiper

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #3314 on: August 07, 2022, 01:03:13 am »
Hi! Please fix HQSounds Final Mod Pack by Daedalus for latest version FMP and OXCE. Thanks :)
Spoiler:
[07-08-2022_00-06-49]   [INFO]   OpenXcom Version: Extended 7.6 (v2022-07-15)
[07-08-2022_00-06-49]   [INFO]   Platform: Android 21
[07-08-2022_00-06-49]   [INFO]   Data folder is: /storage/emulated/0/openxcom/
[07-08-2022_00-06-49]   [INFO]   Data search is:
[07-08-2022_00-06-49]   [INFO]   - /storage/emulated/0/openxcom/
[07-08-2022_00-06-49]   [INFO]   User folder is: /storage/emulated/0/openxcom/
[07-08-2022_00-06-49]   [INFO]   Config folder is: /storage/emulated/0/openxcom/
[07-08-2022_00-06-49]   [INFO]   Options loaded successfully.
[07-08-2022_00-06-49]   [INFO]   SDL initialized successfully.
[07-08-2022_00-06-49]   [INFO]   SDL_mixer initialized successfully.
[07-08-2022_00-06-49]   [INFO]   Attempted locale:
[07-08-2022_00-06-49]   [INFO]   Detected locale:
[07-08-2022_00-06-49]   [INFO]   Setting GL format to RGB565
[07-08-2022_00-06-49]   [INFO]   Current _baseWidth x _baseHeight: 2168x978
[07-08-2022_00-06-49]   [INFO]   Attempting to set display to 2168x978x32...
[07-08-2022_00-06-49]   [INFO]   Attempting to create a new window since we have none yet
[07-08-2022_00-06-49]   [INFO]   Created a window, size is: 2168x978
[07-08-2022_00-06-49]   [INFO]   [SDLRenderer] Listing available rendering drivers:
[07-08-2022_00-06-49]   [INFO]   [SDLRenderer]  Number of drivers: 3
[07-08-2022_00-06-49]   [INFO]   [SDLRenderer]  Driver 0: opengles2
[07-08-2022_00-06-49]   [INFO]   [SDLRenderer]    Number of texture formats: 4
[07-08-2022_00-06-49]   [INFO]   [SDLRenderer]     Texture format 0: SDL_PIXELFORMAT_ARGB8888
[07-08-2022_00-06-49]   [INFO]   [SDLRenderer]     Texture format 1: SDL_PIXELFORMAT_ABGR8888
[07-08-2022_00-06-49]   [INFO]   [SDLRenderer]     Texture format 2: SDL_PIXELFORMAT_RGB888
[07-08-2022_00-06-49]   [INFO]   [SDLRenderer]     Texture format 3: SDL_PIXELFORMAT_BGR888
[07-08-2022_00-06-49]   [INFO]   [SDLRenderer]  Driver 1: opengles
[07-08-2022_00-06-49]   [INFO]   [SDLRenderer]    Number of texture formats: 1
[07-08-2022_00-06-49]   [INFO]   [SDLRenderer]     Texture format 0: SDL_PIXELFORMAT_ABGR8888
[07-08-2022_00-06-49]   [INFO]   [SDLRenderer]  Driver 2: software
[07-08-2022_00-06-49]   [INFO]   [SDLRenderer]    Number of texture formats: 8
[07-08-2022_00-06-49]   [INFO]   [SDLRenderer]     Texture format 0: SDL_PIXELFORMAT_ARGB8888
[07-08-2022_00-06-49]   [INFO]   [SDLRenderer]     Texture format 1: SDL_PIXELFORMAT_ABGR8888
[07-08-2022_00-06-49]   [INFO]   [SDLRenderer]     Texture format 2: SDL_PIXELFORMAT_RGBA8888
[07-08-2022_00-06-49]   [INFO]   [SDLRenderer]     Texture format 3: SDL_PIXELFORMAT_BGRA8888
[07-08-2022_00-06-49]   [INFO]   [SDLRenderer]     Texture format 4: SDL_PIXELFORMAT_RGB888
[07-08-2022_00-06-49]   [INFO]   [SDLRenderer]     Texture format 5: SDL_PIXELFORMAT_BGR888
[07-08-2022_00-06-49]   [INFO]   [SDLRenderer]     Texture format 6: SDL_PIXELFORMAT_RGB565
[07-08-2022_00-06-49]   [INFO]   [SDLRenderer]     Texture format 7: SDL_PIXELFORMAT_RGB555
[07-08-2022_00-06-49]   [INFO]   [SDLRenderer] Renderer created
[07-08-2022_00-06-49]   [INFO]   [SDLRenderer] Created new SDLRenderer, using opengles2
[07-08-2022_00-06-49]   [INFO]   [SDLRenderer] Current scaler is linear
[07-08-2022_00-06-49]   [INFO]   [SDLRenderer] Texture pixel format set to SDL_PIXELFORMAT_ARGB8888
[07-08-2022_00-06-49]   [INFO]   [SDLRenderer] Texture resolution set to 2168x978
[07-08-2022_00-06-49]   [INFO]   Display set to 2168x978x32
[07-08-2022_00-06-49]   [INFO]   Pre-bar scales: _scaleX = 1, _scaleY = 1
[07-08-2022_00-06-49]   [INFO]   Scale (post-bar): scaleX = 1, scaleY = 1
[07-08-2022_00-06-49]   [INFO]   Black bars: top: 0, left: 0
[07-08-2022_00-06-49]   [INFO]   [SDLRenderer] Output resolution: 2168x978
[07-08-2022_00-06-49]   [INFO]   [SDLRenderer] Offset: 0x0
[07-08-2022_00-06-49]   [INFO]   Setting GL format to RGB565
[07-08-2022_00-06-49]   [INFO]   Current _baseWidth x _baseHeight: 640x400
[07-08-2022_00-06-49]   [INFO]   Attempting to set display to 2168x978x32...
[07-08-2022_00-06-49]   [INFO]   [SDLRenderer] Old scale hint: linear, new scale hint: linear
[07-08-2022_00-06-49]   [INFO]   [SDLRenderer] Texture resolution set to 640x400
[07-08-2022_00-06-49]   [INFO]   Display set to 2168x978x32
[07-08-2022_00-06-49]   [INFO]   Pre-bar scales: _scaleX = 3.3875, _scaleY = 2.445
[07-08-2022_00-06-49]   [INFO]   Scale (post-bar): scaleX = 2.445, scaleY = 2.445
[07-08-2022_00-06-49]   [INFO]   Black bars: top: 0, left: 302
[07-08-2022_00-06-49]   [INFO]   [SDLRenderer] Output resolution: 1564x978
[07-08-2022_00-06-49]   [INFO]   [SDLRenderer] Offset: 302x0
[07-08-2022_00-06-49]   [INFO]   SDL reports this number of touch devices present: 1
[07-08-2022_00-06-49]   [INFO]   Loading data...
[07-08-2022_00-06-49]   [INFO]   Scanning standard mods in '/storage/emulated/0/openxcom/'...
[07-08-2022_00-06-49]   [INFO]   Scanning user mods in '/storage/emulated/0/openxcom/'...
[07-08-2022_00-06-49]   [INFO]   Skipped scanning user mods in the data folder, because it's the same folder as the user folder.
[07-08-2022_00-06-50]   [INFO]   Active mods:
[07-08-2022_00-06-50]   [INFO]   - xcom1 v1.0
[07-08-2022_00-06-50]   [INFO]   Loading begins...
[07-08-2022_00-06-50]   [INFO]   Pre-loading rulesets...
[07-08-2022_00-06-50]   [INFO]   Loading vanilla resources...
[07-08-2022_00-06-51]   [INFO]   Loading rulesets...
[07-08-2022_00-06-51]   [INFO]   Loading rulesets done.
[07-08-2022_00-06-51]   [INFO]   Loading fonts... Font.dat
[07-08-2022_00-06-51]   [INFO]   Lazy loading: 1
[07-08-2022_00-06-51]   [INFO]   Loading custom palettes from ruleset...
[07-08-2022_00-06-51]   [INFO]   Making palette backups...
[07-08-2022_00-06-51]   [INFO]   After load.
[07-08-2022_00-06-51]   [INFO]   Loading ended.
[07-08-2022_00-06-51]   [INFO]   Data loaded successfully.
[07-08-2022_00-06-51]   [INFO]   Loading language...
[07-08-2022_00-06-51]   [INFO]   Language loaded successfully.
[07-08-2022_00-06-51]   [INFO]   OpenXcom started successfully!
[07-08-2022_00-06-51]   [INFO]   Setting GL format to RGB565
[07-08-2022_00-06-51]   [INFO]   Current _baseWidth x _baseHeight: 320x200
[07-08-2022_00-06-51]   [INFO]   Attempting to set display to 2168x978x32...
[07-08-2022_00-06-51]   [INFO]   [SDLRenderer] Old scale hint: linear, new scale hint: linear
[07-08-2022_00-06-51]   [INFO]   [SDLRenderer] Texture resolution set to 320x200
[07-08-2022_00-06-51]   [INFO]   Display set to 2168x978x32
[07-08-2022_00-06-51]   [INFO]   Pre-bar scales: _scaleX = 6.775, _scaleY = 4.89
[07-08-2022_00-06-51]   [INFO]   Scale (post-bar): scaleX = 4.89, scaleY = 4.89
[07-08-2022_00-06-51]   [INFO]   Black bars: top: 0, left: 302
[07-08-2022_00-06-51]   [INFO]   [SDLRenderer] Output resolution: 1564x978
[07-08-2022_00-06-51]   [INFO]   [SDLRenderer] Offset: 302x0
[07-08-2022_00-07-00]   [INFO]   Setting GL format to RGB565
[07-08-2022_00-07-00]   [INFO]   Current _baseWidth x _baseHeight: 640x400
[07-08-2022_00-07-00]   [INFO]   Attempting to set display to 2168x978x32...
[07-08-2022_00-07-00]   [INFO]   [SDLRenderer] Old scale hint: linear, new scale hint: linear
[07-08-2022_00-07-00]   [INFO]   [SDLRenderer] Texture resolution set to 640x400
[07-08-2022_00-07-00]   [INFO]   Display set to 2168x978x32
[07-08-2022_00-07-00]   [INFO]   Pre-bar scales: _scaleX = 3.3875, _scaleY = 2.445
[07-08-2022_00-07-00]   [INFO]   Scale (post-bar): scaleX = 2.445, scaleY = 2.445
[07-08-2022_00-07-00]   [INFO]   Black bars: top: 0, left: 302
[07-08-2022_00-07-00]   [INFO]   [SDLRenderer] Output resolution: 1564x978
[07-08-2022_00-07-00]   [INFO]   [SDLRenderer] Offset: 302x0
[07-08-2022_00-07-00]   [INFO]   SDL_mixer initialized successfully.
[07-08-2022_00-07-00]   [INFO]   Loading data...
[07-08-2022_00-07-01]   [INFO]   Scanning standard mods in '/storage/emulated/0/openxcom/'...
[07-08-2022_00-07-01]   [INFO]   Scanning user mods in '/storage/emulated/0/openxcom/'...
[07-08-2022_00-07-01]   [INFO]   Skipped scanning user mods in the data folder, because it's the same folder as the user folder.
[07-08-2022_00-07-03]   [INFO]   Active mods:
[07-08-2022_00-07-03]   [INFO]   - xcom1 v1.0
[07-08-2022_00-07-03]   [INFO]   - final-mod-pack v2.9
[07-08-2022_00-07-03]   [INFO]   - hqsoundsfmp v1.0
[07-08-2022_00-07-04]   [INFO]   Loading begins...
[07-08-2022_00-07-04]   [INFO]   Pre-loading rulesets...
[07-08-2022_00-07-04]   [INFO]   Loading vanilla resources...
[07-08-2022_00-07-05]   [INFO]   Loading rulesets...
[07-08-2022_00-07-06]   [INFO]   Loading rulesets done.
[07-08-2022_00-07-06]   [INFO]   Loading fonts... Font.dat
[07-08-2022_00-07-06]   [INFO]   Lazy loading: 1
[07-08-2022_00-07-07]   [INFO]   Loading custom palettes from ruleset...
[07-08-2022_00-07-07]   [INFO]   Making palette backups...
[07-08-2022_00-07-07]   [INFO]   After load.
[07-08-2022_00-07-07]   [INFO]   Supressed Error for 'STR_MIBTANK_TERRORIST': This unit has a corresponding item to recover, but still isn't recoverable. Reason: (the first 'corpseBattle' item of the unit's armor is marked with 'recover: false'). Consider marking the unit with 'liveAlien: ""'.
[07-08-2022_00-07-07]   [INFO]   Supressed Error for 'STR_MIB_PSI_OPS': This unit has a corresponding item to recover, but still isn't recoverable. Reason: (the first 'corpseBattle' item of the unit's armor is marked with 'recover: false'). Consider marking the unit with 'liveAlien: ""'.
[07-08-2022_00-07-07]   [ERROR]   During linking rulesets of units:
Error for 'STR_TUNLUN_TERRORIST': Unit is missing armor

[07-08-2022_00-07-07]   [INFO]   Found candidate method ID: 0x76392a6e50
[07-08-2022_00-07-07]   [INFO]   Returned to native code!
« Last Edit: August 07, 2022, 05:01:53 am by Wiper »