aliens

Author Topic: [COMPILATION] Final Mod Pack (FMP)  (Read 1581052 times)

Offline Solarius Scorch

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #3315 on: August 07, 2022, 12:23:06 pm »
Yeah checked that version,bug is fixed there.

OK, good!

...I really should make a new release.

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.

Frankly, most wouldn't work properly... For example the always day/always night mod would only work with vanilla missions (with the same IDs), gun melee - only with vanilla weapons, etc.

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?

There is such an option in OXCE, but not in OXC. Also, you'd need a tiny submod to enable it.

Hi! Please fix HQSounds Final Mod Pack by Daedalus for latest version FMP and OXCE. Thanks :)

Sorry, you'd have to ask Daedalus for that, I don't support this mod.

Offline dervish200

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #3316 on: August 07, 2022, 02:20:03 pm »
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!

playing latest version 3.0 fmp with this mod on oxc,without problem...only needed to edit one file in sound mod and edit translation file of mod a bit,because in fmp 3.0 changed name from Plasma Blaster to Plasma destroyer,this created a bit confilict between translation and sound mod. If you need i can send you edited file for sound mod to work properly with latest 3.0 fmp (link has given in previous page).

Yeah seems standart mods working with fmp,just with standart game content,but mod "Alien can pickup weapon",seems not working.

Offline yergnoor

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #3317 on: August 07, 2022, 03:02:02 pm »
Yeah seems standart mods working with fmp,just with standart game content,but mod "Alien can pickup weapon",seems not working.
We can assume that this mod is already included in FMP.  The alien weapon attractiveness parameter for aliens in FMP is the same as in "Aliens Pick Up Weapons".  So turning it on won't change anything.  And the ability to pick up weapons for aliens does not mean that they will definitely pick it up.  They may pass by and not pay attention.

Offline Wiper

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #3318 on: August 07, 2022, 08:06:39 pm »
playing latest version 3.0 fmp with this mod on oxc,without problem...only needed to edit one file in sound mod and edit translation file of mod a bit,because in fmp 3.0 changed name from Plasma Blaster to Plasma destroyer,this created a bit confilict between translation and sound mod. If you need i can send you edited file for sound mod to work properly with latest 3.0 fmp
Thanks bro, give me link to PM
« Last Edit: August 07, 2022, 08:09:49 pm by Wiper »

Offline dervish200

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #3319 on: August 07, 2022, 10:34:48 pm »
Thanks bro, give me link to PM

Send the link,check it.
Also sound mod should be loaded below FMP in modlist.
« Last Edit: August 07, 2022, 10:39:48 pm by dervish200 »

Offline dervish200

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #3320 on: August 07, 2022, 10:35:25 pm »
We can assume that this mod is already included in FMP.  The alien weapon attractiveness parameter for aliens in FMP is the same as in "Aliens Pick Up Weapons".  So turning it on won't change anything.  And the ability to pick up weapons for aliens does not mean that they will definitely pick it up.  They may pass by and not pay attention.

Thanks,then better gonna turn it off.

Offline Solarius Scorch

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #3321 on: August 12, 2022, 01:01:23 pm »
I finally got around to...

Final Mod Pack 3.0
- New soldier nationalities: Afghani, Algerian, Australian, Austrian, Azeri, Belgian, Chilean, Colombian, Ecuadorian, Egyptian, Iraqi, Libyan, Lithuanian, Moroccan, New Zealander, Pakistani, Peruvian, Tunisian, Turkmen, Venezuelan.
- Expanded Cuban names.
- New Junkfarm/Native Urban maps (by Dioxine).
- New farm map (by Dioxine).
- New jungle maps and additions (by Dioxine).
- New 30x30 maps for several terrains.
- Renamed Plasma Blaster to Plasma Destroyer for clarity.
- New Ufopedia picture for the Skymarshall (by Nord).
- Better lift animation (by Brain_322).
- Better jungle trees (by Dioxine).
- Fixed Avenger/Dropship cockpit (by Buscher).
- Fixed outdated Postindustrial tilesets.
- Minor fixes.

It's such a nice number, I never expected this to happen, much less escalate so quickly. :)
I would like to take this opportunity to look back and say thank you to all the members of the community who have ever participated in this project - as designers, graphic artists, playtesters and all the folks who simply enjoy the mod. I cannot emphasise enough that this is a Final Mod Pack, so it's very much a collective effort. After I took over its maintenance from Human Cthulhu, I always paid much attention to keep it a common thing and not "my" project (whatever it means in modding, or indeed any creative work). Because the FMP is made by everyone, for everyone; whoever maintains it, balances it and decides what gets added is a gatekeeper, not an owner. Therefore, the FMP going on for so long, ever expanding, is a collective success!

As evidenced by today's release, the mod is still in development, although I don't expect any big changes in the future - the mod has fully realised its formula years ago already, so any new stuff is mostly minor, cosmetic things, like new terrain maps or soldier nationalities. Nevertheless, nothing is set in stone, so if there's a potential new addition that you think deserves to be here, let me know and I'll talk to the author!

One possible feature I am seriously considering is better integration with OXCE. The Final Mod Pack is and will always be a vanilla OXC mod, but I'm considering an additional submod with some extra options made possible by OXCE, such as unarmed attacks, custom damage formulas or kneeling enemies, to name a few examples. This would be a non-trivial amount of work, but it might just be worth it... What do you think?
« Last Edit: August 12, 2022, 05:38:29 pm by Solarius Scorch »

Offline Rangerh

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #3322 on: August 12, 2022, 01:31:18 pm »
Hello, is it recommended to use the latest version of OXCE with this latest FMP release or an older one ?
I'm asking because on the OXCE 7.6 changelog there's this warning about a fix that could break some scripts :
Quote
- (possible breaking change in scripts) Fixed broken fire extinguisher: https://openxcom.org/forum/index.php/topic,10522.msg145855.html#msg145855
« Last Edit: August 12, 2022, 01:33:22 pm by Rangerh »

Offline Meridian

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #3323 on: August 12, 2022, 01:35:25 pm »
Latest recommended.

But both latest and older will work correctly. FMP doesn't use any of those features.

Offline Rangerh

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #3324 on: August 12, 2022, 01:39:39 pm »
Thank you !

Offline Firestorm_01

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #3325 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.
« Last Edit: August 13, 2022, 03:31:07 pm by Firestorm_01 »

Offline Solarius Scorch

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #3326 on: August 13, 2022, 04:08:06 pm »
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.

Yep, this is the first thing I did. :) (Since yeah, I've started this already.)

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.

To paraphrase Asterix & Cleopatra, "Have you read what I've written, or have you not read what I've written?" :P

Offline Firestorm_01

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #3327 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!
« Last Edit: August 13, 2022, 06:25:01 pm by Firestorm_01 »

Offline Solarius Scorch

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #3328 on: August 14, 2022, 07:52:21 pm »
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.

Well yes, it is somewhat harder, but I wouldn't worry about it too much - I think I can handle that, and OXC compatibility is a big advantage.

Anyway it is great that FMP still going forward.
 Thank you!

You're welcome! Please keep the feedback coming :D

Offline Singleton Mosby

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #3329 on: August 17, 2022, 08:58:24 pm »
Not sure if this is the right place. But I am trying to play the mod for the first time and get the following error when I start a mission. Anyboy got an idea what's wrong with my install?

Quote
[17-08-2022_19-52-36]   [FATAL]   A fatal error has occurred: Segmentation fault. This usually indicates something missing in a mod.
[17-08-2022_19-52-36]   [FATAL]   0x54ea90 OpenXcom::CrossPlatform::stackTrace(void*)
[17-08-2022_19-52-36]   [FATAL]   0x552360 OpenXcom::CrossPlatform::crashDump(void*, std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> > const&)
[17-08-2022_19-52-36]   [FATAL]   0x40dca0 signalLogger(int)
[17-08-2022_19-52-36]   [FATAL]   0x87c910 xbrz::nearestNeighborScale(unsigned int const*, int, int, int, unsigned int*, int, int, int, xbrz::SliceType, int, int)
[17-08-2022_19-52-36]   [FATAL]   0x764f2fc0 UnhandledExceptionFilter
[17-08-2022_19-52-36]   [FATAL]   0x772f8da0 RtlCaptureStackContext
[17-08-2022_19-52-36]   [FATAL]   0x772d7980 RtlGetAppContainerNamedObjectPath
[17-08-2022_19-52-39]   [FATAL]   OpenXcom has crashed: Segmentation fault. This usually indicates something missing in a mod.