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Author Topic: [COMPILATION] Final Mod Pack (FMP)  (Read 1856264 times)

Offline Solarius Scorch

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #1005 on: February 07, 2015, 06:37:23 pm »
- Machette
- Dynamite
- Snub nose pistol
- Uzi
- AK-47
- Pump action shotgun
- Hunting rifle
- RPG launcher

Those are Hybrid race weapons, you can use them (if you get to loot them) right away, no research required - so they get Ufopedia entry as "unlocked" right at the start.

- Alloy Vest
- Stormtrooper Armour
- Alloy Knife

Those are probably bugs.

Exactly. (Though I thought I fixed it already.)

By the way, seeing how FMP adapted Xops Power Armour/Stormtrooper armour and Assault Rifles, would it be possibe to incorporate Xops Mechtoids and Overlord races in the future? They even got fancy ufopedia entries with autopsies and stuff. I still havent seen their terror units though.

Possibly. I haven't checked Xops' stuff in ages, but I'll have a look.

In other news, the Industrial map is buggy when used as a UFO crash site - no UFO appears. I've fixed it already and I'll release it soon.

EDIT:
Attaching a fixed ruleset.
« Last Edit: February 07, 2015, 06:57:56 pm by Solarius Scorch »

Offline ivandogovich

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #1006 on: February 07, 2015, 07:24:57 pm »
Hey Solarius... curious if you are interested in including the updated combat knife. 

https://openxcom.org/forum/index.php/topic,1300.msg32971.html#msg32971

There is more discussion in the thread, but basically it has been balanced a bit, and a "hit" sound has been added to give feedback to the player.

Cheers, Ivan :D

Offline Ridаn

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #1007 on: February 07, 2015, 07:59:27 pm »
In other news, the Industrial map is buggy when used as a UFO crash site - no UFO appears. I've fixed it already and I'll release it soon.

I`ve encountered another map with same problem, not sure how it called but its like a tropical city - a lot of wooden fence, 1store barns, palm trees and other vegetation, and few 3-4store buildings. There were some floaters but no UFO to breach, so I thought it was a feature or something.

edit: found a picture of it in Hobbes Terrain Pack mod page
https://www.openxcom.com/content/modimages/thumb_KKAYKUQE072320140541.png
« Last Edit: February 07, 2015, 08:04:07 pm by Ridаn »

Offline Duke_Falcon

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #1008 on: February 07, 2015, 08:07:06 pm »
The sprite looks interesting. I'll try it to see how it looks in the game.

As for the MapView, you probably haven't defined the parameters properly. If you send me the files, I shall give it a try.

I reinstalled the whole thing and now it works. I just need to clean the registry before reset it.
Now I need to learn how to use this thing to create new things and not just alter those what already exist...

Offline aleksandr777

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #1009 on: February 08, 2015, 08:49:28 am »
Translated into Russian may have inaccuracies

Offline Ranakastrasz

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #1010 on: February 08, 2015, 09:48:15 pm »
I have Final Modpack 0.98 installed.
Also, I have "openxcom_git_master_2015_02_03_0012" version of the patch.
Using Windows 7
On loading, and finished the few researches, the game silently crashes to desktop.

Set time to 1-day, skip through research and shipping screen, then it crashes.
« Last Edit: February 08, 2015, 10:26:08 pm by Ranakastrasz »

Offline Ridаn

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #1011 on: February 13, 2015, 09:35:06 pm »
I just got filthy rich.

Craft Gauss Cannon Rounds (x60)
30 engineer hours
Cost per unit 4000$

Can be sold for 160000$ each.

Fix, please :)

Offline AllLife

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #1012 on: February 14, 2015, 05:43:39 am »
Translated into Russian may have inaccuracies


This is not a translation but a dump. Unedited text from Google translator.
I have more or less normal version of translation for FMP 0.9.7.1, that i just made.
Yes, mistakes might be present, but at-least you can read and understand this.

I ask forgiveness for my possibly bad English.
« Last Edit: February 14, 2015, 05:45:41 am by AllLife »

Offline AllLife

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #1013 on: February 14, 2015, 06:31:01 am »
I have a problem with the FMP version 0.9.8.
I tried different versions of nightly, but is does not help.
After some time on the world map occurs an event, because of which the game silently crashes to desktop.
This event depends on time. If you use the same save file then the game crashes at the same moment of in-game time.
I do not make any research, production or transportation.
Usually it happens in March or April.

Offline aleksandr777

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #1014 on: February 14, 2015, 07:41:43 am »
This is not a translation but a dump. Unedited text from Google translator.
Только начал игру и хотел хоть как то играть. Думаю вы сможете дополнить перевод до 098

Offline Solarius Scorch

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #1015 on: February 14, 2015, 10:47:14 am »
I just got filthy rich.

Craft Gauss Cannon Rounds (x60)
30 engineer hours
Cost per unit 4000$

Can be sold for 160000$ each.

Fix, please :)

Hmm... You're right. :) Somehow the bullets got the price tag for the cannon.

This is not a translation but a dump. Unedited text from Google translator.
I have more or less normal version of translation for FMP 0.9.7.1, that i just made.
Yes, mistakes might be present, but at-least you can read and understand this.

I ask forgiveness for my possibly bad English.

Sadly, I can't really attest myself which one is better. I'll take your word for now and will change the translation into your version. (But more feedback is necessary here.)

Oh, and there's a bug with some custom maps where the UFO doesn't appear. I'll fix it.

EDIT:

I have a problem with the FMP version 0.9.8.
I tried different versions of nightly, but is does not help.
After some time on the world map occurs an event, because of which the game silently crashes to desktop.
This event depends on time. If you use the same save file then the game crashes at the same moment of in-game time.
I do not make any research, production or transportation.
Usually it happens in March or April.

Can you please provide the savegame?
« Last Edit: February 14, 2015, 11:55:58 am by Solarius Scorch »

Offline AllLife

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #1016 on: February 14, 2015, 02:22:32 pm »

Sadly, I can't really attest myself which one is better. I'll take your word for now and will change the translation into your version. (But more feedback is necessary here.)

As soon as the 098 will work fine for me, I will improve and supplement my translation for this version.


Can you please provide the savegame?

Of Course.  Crash time is around 23:00 April 1.
« Last Edit: February 14, 2015, 03:01:40 pm by AllLife »

Offline AllLife

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #1017 on: February 14, 2015, 02:38:57 pm »
Только начал игру и хотел хоть как то играть. Думаю вы сможете дополнить перевод до 098

Как только заставлю работать 098, думаю, займусь. Она у меня вылетает, а на 0971 полет нормальный :) .

P.S.
Can we speak Russian on this forum?

Offline Ridаn

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #1018 on: February 14, 2015, 05:48:42 pm »
P.S.
Can we speak Russian on this forum?

No, that is considered an impolite thing to do at all international communities I`ve been part of. At least provide a google translation after your post.

-

Нет, это считается невежливым на всех англоязычных форумах на которых я был. Хотя бы прогоняйте через пост через гугл переводчик и закидывайте его под текст.

Offline DarkerDark

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #1019 on: February 15, 2015, 01:39:48 pm »
Hello gentlemen,

Is there an old nightly I should be using with this mod to run it smoothly?

I seem to be having problems with constant crashes with the nightlies I've tried so far.