Author Topic: [COMPILATION] Final Mod Pack (FMP)  (Read 1580160 times)

Online Meridian

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #3330 on: August 17, 2022, 09:32:00 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?

the whole log please

and if possible a save before the crash too
« Last Edit: August 21, 2022, 01:26:59 pm by Meridian »

Offline Solarius Scorch

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #3331 on: August 19, 2022, 12:43:25 pm »
Version 3.1 has been released.
- Added analysis articles for all alien life forms.
- Synthsuit yields better bonuses.
- Alien Drones fly freely.
- Added Gravmodule stat bonuses.
- Hazmat is somewhat stronger.
- Auto Cannon fires 5 times on auto.
- HMG fires 10 times.
- Miniguns rebalanced.
- Plasma blades deal plasma damage.
- Fancier photonic blade effects.
- Flamethrower effects.
- Knives are faster and have sounds.
- Stun Rod is much faster, but no longer autohits.
- New MiB Commander sprites (by Brain_322).
- New Salamandron sprites (by Drages).
- New Juggernaut sprites (by Wolverin).
- Alien Drone weapon looks less like a laser.
- Alien Grenade and Elerium Bomb explosions are green.
- Added some new inventory pictures.
- Various armor tweaks and improvements.
- Soldier names code streamlined.
- Fixed Toxi-Suit palette.

Yeah, I know - 200 days with almost nothing, and now a new major release after just 6 days? Well, the reason is that as I started working on the FMP expansion for OXCE, it was a good opportunity to get another look on the base mod and I found a lot of (mostly) low hanging fruits which I could add; so I did!

As always, please mention any issues you may encounter.

Offline SIMON BAILIE

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #3332 on: August 19, 2022, 03:22:07 pm »
Game crashes if you view the Holodrone combat analysis in the ufopaedia, no save available-see attached.

Offline Solarius Scorch

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #3333 on: August 24, 2022, 02:01:56 pm »
Game crashes if you view the Holodrone combat analysis in the ufopaedia, no save available-see attached.

Oops, I missed that. I have uploaded a fixed version.

EDIT:

And here it is, the first release of the OXCE addon for Final Mod Pack! With this, users who play on the OXCE version of the game (rather than vanilla Openxcom) can enjoy a wide range of really nice extra features. This is a submod, which means that it still needs the basic version of Final Mod Pack to run.

Get it from here: https://openxcom.old.mod.io/final-mod-pack-extended-addon

Full description of the initial release:

### Battlescape Rules ###
- New armor properties (dodge, unarmed attacks, energy regeneration, etc.) and item properties (new damage types, CQC rules, etc.).
- Accuracy penalty when shooting an unseen enemy.
- Improved combat AI.
- Civilians can pick up and use weapons.
- Aliens are more likely to pick up items.
- AI can use explosives from turn 1.
- Melee reactions.
- Melee weapons can attack terrain.
- Increased max view distance to 40.
- Enhanced lighting.
- Dynamic psi formulas.
- Stunning enemies improves morale.
- All enemies always spawn regardless of nodes availability.
- Last aliens may be revealed.
- Statistical bullet conservation.
- Medicals train Bravery and restore some Morale to the user, but are marginally slower.
- More complex TU costs for moving and reloading items.

### Unit Rules ###
- 120 new soldier faces.
- Extended dog actions.
- Hovertanks have better nightvision.
- Snakemen slowly regenerate.

### Geo Additions ###
- Custom base names.
- Soldier nationality flags.
- Air combat distances are shown in km.
- Alien bases are created in or near the infiltrated country.

### Interface ###
- Extra information in the Ufopaedia.
- Sortable research list.
- Item filters.
- Unit status indicators (graphics by Captain Corkscrew and Ivan Dogovich).
- Added Quick Draw inventory slot.
- Visual damage indicator (by Mistar Red).

### Other features ###
- Various other, minor features.

Offline fireburn256

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #3334 on: August 25, 2022, 03:08:55 am »
Ay, dumbdumb time, cos pretty sure it is dumb dumb me and everything works as intended. Using 7.7 oxce on android, fmp and new fmp addon, former is higher than the latter. Soldiers don't restore TUs. Tanks, aliens do, soldiers don't. Is it because I gave them much stuff they are close to their limit?

Offline yergnoor

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #3335 on: August 25, 2022, 12:22:43 pm »
I can confirm. On an Android tablet, with OXCE version 7.7, if you turn on FMP and FMP Extended, the soldiers do not restore action points. If you disable the addon, with pure FMP, everything comes back to normal.

Offline eclecticbibliophile

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #3336 on: August 25, 2022, 07:52:47 pm »
Lots of missing UFOpedia articles missing articleTextImage, leading to crash. All of the weapon category pages under the Research tab and all of the Commendations.

Online Meridian

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #3337 on: August 25, 2022, 08:10:38 pm »
Lots of missing UFOpedia articles missing articleTextImage, leading to crash. All of the weapon category pages under the Research tab and all of the Commendations.

`articleTextImage` is provided together with OXCE.
If you're getting an error that `articleTextImage` is missing, you have not installed OXCE correctly.

Online Meridian

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #3338 on: August 25, 2022, 08:17:47 pm »
I can confirm. On an Android tablet, with OXCE version 7.7, if you turn on FMP and FMP Extended, the soldiers do not restore action points. If you disable the addon, with pure FMP, everything comes back to normal.

can I have a save?
(not happening for me)

Offline yergnoor

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #3339 on: August 25, 2022, 09:04:01 pm »
Here's the save, before starting the game I reset OXCE to its original settings to eliminate their effect. All repeated - action points of units are only spent, but not restored. On the saving of the first turn with one soldier moved.
Also attached video which shows the lack of recovery.
Android 10.
« Last Edit: August 25, 2022, 09:06:45 pm by yergnoor »

Offline fireburn256

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #3340 on: August 25, 2022, 09:06:26 pm »
Here is mine. It is vanilla + fmp base, so you can check the game with FMP extended addon and without.

And what submods are on, just in case.

Online Meridian

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #3341 on: August 27, 2022, 06:16:04 pm »
Looks like the FMPE ruleset was just copied from some other mod.

for example standard armor has the following recovery:

Code: [Select]
    recovery:
      morale:
        flatHundred: -0.1
        manaNormalized: 14.0
      time:
        tu: 0.5
        manaNormalized: 125.0
      energy:
        manaNormalized: 30 # bonus for snazziness
        healthCurrent: 0.25
      stun: &StandardAgentStunRes
        healthCurrent: 0.06
        health: -0.09
        stunCurrent: 0.036
        manaNormalized: 8.0
      health:
        stunNormalized: -0.1

But FMPE doesn't have mana enabled, so `manaNormalized` calculations will just throw a tons of division by zero errors and unpredictable behavior...


Online Yankes

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #3342 on: August 28, 2022, 02:56:41 pm »
Ok, then we should fix normalized calcinations as they should work for any unit state. Only question is what value should be then returned? 0 or 1?

Online Meridian

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #3343 on: August 28, 2022, 03:10:05 pm »
in this scenario:

Code: [Select]
float normalizedMana(const BattleUnit* unit)
{
return 1.0f * unit->getMana() / unit->getBaseStats()->mana;
}

if `unit->getBaseStats()->mana` is zero, I would return 0.0f.
1.0f doesn't feel right

Online Yankes

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #3344 on: August 28, 2022, 04:42:57 pm »
Consider it done