Author Topic: [COMPILATION] Final Mod Pack (FMP)  (Read 1855341 times)

Offline Juku121

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #3450 on: April 25, 2024, 04:53:14 pm »
I haven't really played around with the globe much, but just changing the countries' funding and areas shouldn't affect much beyond local score and council income, so you should be reasonably safe.

Playing with regions and terrains, on the other hand...


I don't really recommend pooling so many countries into one block, since if the aliens infiltrate that (and the increased area also increases infiltration chances), the player's financials get a rather rude cut.


The date is just cosmetic.


If you had a million MiB bases, these could have eaten your score by themselves. The other stuff indicates you did things without really understanding what exactly you were doing. :)

I don't think there's a magic method for even an experienced modder to assure you nothing will ever go wrong based on just one part of the changes. This is a complex game, and even ten lines of code can sometimes produce surprising results.

Offline _Raven_

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #3451 on: April 30, 2024, 08:18:54 pm »
What a complex world, you practically have to do everything yourself.
If you want to do something well, do it yourself.
I finally finished reviewing all the CMP and FMP locations (I just didn’t have the strength to get to the Terrain Pack) and this is what I got (the file “MAP_FMP-CMP.zip” is attached below<error - big size file. Reduced weight by 10x).

These are all the locations that are in CMP and all the FMP locations (I did a review on my FMP-RAVEN, so there are different UFOs and a lot of civilians and there are 2 locations with a ship in the port from TP). Apparently, almost all locations from CMP were added to FMP (there are 12 more locations in CMP), only those locations that cannot be reduced to 6 floors and maybe a few more minor ones are not there, all the rest are there.

Well, CMP and a bulky mod, the locations are 9 floors, the game was slow on my 32-bit phone, it’s good that in FMP they are limited to 6 floors.
As for the list of all locations, what I did should have been done long ago either by the creators of CMP or someone else. I had to do everything myself to see the entire list of locations and decide what to do with them.
If you want to see what all the locations from FMP or CMP look like and how they differ and which ones were added to FMP, then you don't need to take 200 screenshots like me, just download the file below and see all the locations.
« Last Edit: May 01, 2024, 11:17:44 am by _Raven_ »

Offline Hadan

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #3452 on: June 09, 2024, 09:15:05 am »
Im sure this has been adressed here, but if there is a way to search a thread i havent found it.

Is there some problem with unlocking the PSI AMP?
I did the research, but I didnt get the option to manufactor it, no ufopaedia entry, nothing.

I looked at the rulesets, there is only one mention of PSI_AMP in research_FMP.rul

Am I missing something?

Offline Juku121

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #3453 on: June 09, 2024, 02:17:31 pm »
The other data is inherited from the original game.

I don't immediately see what the problem would be, I can research and produce/pedia it well enough.

Are you playing with the Extended version, or vanilla FMP? Can you post your save, so we can see whether you've accidentally hidden some topic or something similar?

Offline Hadan

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #3454 on: June 09, 2024, 05:00:47 pm »
I am using the Extended Version and Brutal-OXCE.
I did some tinkering with the rul-Files, but mainly to patch the MiB out of the game. I did a quick test with a fresh download of FMP, same issue.

Save is attached, thx!

Offline Juku121

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #3455 on: June 09, 2024, 05:48:50 pm »
Your problem is lack of reading. :D

Check your (sub)mod list, especially the descriptions.

Offline Hadan

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #3456 on: June 10, 2024, 07:52:51 am »
Ok, im dumb  ;D

Thx for the Help!

Offline Lava_Viper

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #3457 on: July 19, 2024, 01:31:11 am »
Great mod. Did notice one issue (shoutout to the Brutal AI sectoid for spotting it). The starting ship, the skyraider, is missing some voxels between the wall and floor. This is letting enemies walk up and shoot through it. I checked the Xcom Files mod, and I saw it was fine there. Any chance to backport the voxels for the ship into Final Mod Pack?

Offline Solarius Scorch

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #3458 on: July 25, 2024, 04:11:43 pm »
Sure, looks like I missed this change. Will fix ASAP.

EDIT:

Final Mod Pack updated to version 3.4:
- New Sectopods: Gauss and Railgun.
- Fixed a hole in the Skyraider.
- Terrain fixes.

Final Mod Pack Extended updated to version 1.1:
- New item: Fire Extinguisher.
- Added support for the new Sectopod types.

Offline _Raven_

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #3459 on: July 30, 2024, 09:35:53 pm »
I decided to spawn the MiB pilots and discovered damaged MiB aviation files.
Something happened to your files (C_BITS.MCD, C_BITS.PCK, C_BITS.TAB), although previously, when I added this aircraft to MapWiev2, everything was fine. Perhaps you broke these files in new versions of FMP, I temporarily replaced these damaged files with others from X-Files (C_BITS_2.MCD, C_BITS_2.PCK, C_BITS_2.TAB), but I think the black color of these sprites does not match the rest of the gray aviation sprites MiB.
If it's not difficult for you, fix this, since MapWiev2 cannot open these files and expand the aviation map, then there will be problems in the game too.

Offline Solarius Scorch

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #3460 on: July 31, 2024, 01:08:58 am »
C_BITS are completely unchanged since at least March 2022, probably longer. I haven't touched them for years.

Offline _Raven_

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #3461 on: July 31, 2024, 12:54:30 pm »
Regarding my previous post:
If you haven’t started fixing anything yet, then you don’t need to do anything, I fixed everything myself. Just add these files to the original FMP.

If you claim that there were no changes and I also think because I also haven’t updated these files in the MapView2 program for a long time, but still after I updated MaoView2 to a new version from github I received this error and could not open the map of this bomber .
I've already taken the new files from X-Files and completely recolored them in the appropriate color, I advise you to still add these files to your FMP just in case.

Offline Solarius Scorch

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #3462 on: July 31, 2024, 12:59:56 pm »
Everything works fine on my end, so I am not planning on doing any fixes.

Online Delian

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #3463 on: July 31, 2024, 01:26:16 pm »
@raven Sounds like you should be asking MapView2 author about this problem.

Edit: It's possible that the .TAB file has always been corrupt, but since OXCE doesn't use them, it never got discovered. However, since MapView did get updated, and its error detection got better, it now detects such errors. Try using PckView => File => Create Tabfile for... , and create a new .TAB file from the problematic .PCK file.
« Last Edit: July 31, 2024, 04:53:47 pm by Delian »

Offline CrazedHarpooner

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #3464 on: August 02, 2024, 06:08:33 pm »
So the game doesn’t need .TAB files, they are needed only for MapView2, then if you want, you can delete them altogether from the mod folder?
No, the first attached image shows what you will get if the game tries to build a map with blocks that have missing TAB files. I provoked this by renaming the tab file for the avenger to avenger2, so they ARE required. Mapview can build a new TAB file from the contents of a PCK. How this is possible is explained in https://www.ufopaedia.org/index.php?title=Image_Formats#PCK however, if the contents of the PCK is "bad" the new TAB won't help.

On that very matter, I have also noticed that some of the PCK files in this mod seem to contain trailing "corrupt" sprites. This doesn't affect the game or mods since they aren't used. Would need to experiment to see what would actually happen if OXC or OXCE tries to load these sprites but I haven't yet. I'm also attaching a hex view of the c_bits TAB and PCK files, notice the repeating pattern of FE FF values at the end of the PCK, this is what's causing issues with mapview. If you're comfortable with hex editing and understand the structure of PCK file as explained in the ufopaedia site a simple "fix" is to trim this bad data, save the pck (or copy of) and then use mapview to generate a new tab file for it.

At this point, I agree that it might better to bring this up with kevL in the Mapview Upgrade thread and possibly request a feature to "recover" the PCK files while pruning out the bad sprites.