Author Topic: [COMPILATION] Final Mod Pack (FMP)  (Read 1844176 times)

Offline Solarius Scorch

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #1125 on: March 18, 2015, 01:15:23 pm »
Nice!  Thanks for the quick update!

No problem. I've actually thought that these missing lines in mission definitions would be taken from the basic ruleset, but apparently they weren't, so I added them.

The blaster bomb capitalization is still a problem (line 28010), though:
Handob_BlasterBomb.png -> HandOb_BlasterBomb.png

OK, I missed this one. Will fix in the next release.
I miss Falko's old tool, it was great for catching such things... :)

Offline ivandogovich

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #1126 on: March 18, 2015, 04:49:57 pm »
I miss Falko's old tool, it was great for catching such things... :)

I think his old tool is still there at the old link....  (I don't have it with me right now, but its probably in a thread somewhere)

Offline Quinch

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #1127 on: March 18, 2015, 07:05:27 pm »
This one?

https://falkooxc2.pythonanywhere.com/rulcheck

{yay for never clearing one's history!}

Offline Solarius Scorch

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #1128 on: March 18, 2015, 10:58:01 pm »
Yeah, thanks guys, but my concern is that it is no longer compatible with the nightly...

Offline Falko

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #1129 on: March 18, 2015, 11:02:15 pm »
the rulcheck is currently noct fullt compatible with the nightly
also the online rulchecker cant check filenames because he does not have the images/zipfile anymore
i remember i have a half done script here somewhere that could check and fix most of the issues perhaps i should add a gui to it and publish it

Offline Hobbes

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #1130 on: March 19, 2015, 12:39:22 am »
the rulcheck is currently noct fullt compatible with the nightly
also the online rulchecker cant check filenames because he does not have the images/zipfile anymore
i remember i have a half done script here somewhere that could check and fix most of the issues perhaps i should add a gui to it and publish it

Quick explainer: rulcheck is fully working, but if your ruleset already include the changes it will display those as errors. Ignore those and it's still very useful to check if everything else is working OK :)

Offline hellrazor

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #1131 on: March 19, 2015, 07:36:54 am »
Ey Solarius, did you really needed to put all the files of the terrainpack into FMP?
How about you make an extraruleset file call it FMP_Terrain_Pack_Nightly.rul, adjust the terrainpack ruleset file you need and you won't need to integrate all the other files of it. Just mention that people can use it, or should use it.

EDIT: OMG he did this with a couple of other mods too, which i would have used as optional (extraufo's etc..)
I don't wanna know how you keep things clean and updated.
« Last Edit: March 19, 2015, 07:52:33 am by hellrazor »

Offline Solarius Scorch

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #1132 on: March 19, 2015, 08:36:57 am »
Ey Solarius, did you really needed to put all the files of the terrainpack into FMP?
How about you make an extraruleset file call it FMP_Terrain_Pack_Nightly.rul, adjust the terrainpack ruleset file you need and you won't need to integrate all the other files of it. Just mention that people can use it, or should use it.

EDIT: OMG he did this with a couple of other mods too, which i would have used as optional (extraufo's etc..)
I don't wanna know how you keep things clean and updated.

The purpose of a mod pack is to provide a no-headache solution for the player, that's why it's an "all-in-one" product.

Besides, keeping separate rulesets in such a complex project is very challenging, and often impossible in many non-obvious ways - everything is connected.

As for how I keep things updated... Well, by regular updates. :)

Offline hellrazor

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #1133 on: March 19, 2015, 12:20:39 pm »
The purpose of a mod pack is to provide a no-headache solution for the player, that's why it's an "all-in-one" product.

Besides, keeping separate rulesets in such a complex project is very challenging, and often impossible in many non-obvious ways - everything is connected.

As for how I keep things updated... Well, by regular updates. :)

Well so you integrate everything as you go on. hm.. also a way.

Offline Quinch

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #1134 on: March 19, 2015, 05:32:23 pm »
I may be hitting a bug - when responding to a port attack {first one of the game, I didn't even know they got implemented!}, I get a "vector::_M_range_check" error. I'm including the save.

Offline Solarius Scorch

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #1135 on: March 19, 2015, 07:48:27 pm »
I may be hitting a bug - when responding to a port attack {first one of the game, I didn't even know they got implemented!}, I get a "vector::_M_range_check" error. I'm including the save.

...yes, I get it too. But I have no idea why.

Offline Arthanor

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #1136 on: March 20, 2015, 01:20:49 am »
Stupid question: Did you check the equipment given to the aliens for a port attack? The Terrain Pack uses only 3 levels, if the FMP uses 4+, that causes a vector M error.

Offline Solarius Scorch

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #1137 on: March 20, 2015, 09:24:58 pm »
Not a stupid question, but the deployments are identical to those from the normal Terror - apparently no problem here.

EDIT: 1.0.2 is online.
I followed Dioxine's way and got rid of the Port Attack mission, because it was acting up. Now the new terrain (by Hobbes) appears in the normal Terror missions.
(WARNING: If you have a Port Attack mission active, this update will probably crash your game. Remove that mission from your save.)

EDIT:
I'm an idiot. Download 1.0.3.
« Last Edit: March 20, 2015, 11:20:02 pm by Solarius Scorch »

Offline myk002

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #1138 on: March 21, 2015, 01:06:51 am »
I miss Falko's old tool, it was great for catching such things... :)

It looks like the capitalization of HandOb_BlasterBomb.png got mussed again in 1.0.3 (now on line 27737):

Handob_BlasterBomb.png -> HandOb_BlasterBomb.png

Offline Quinch

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #1139 on: March 21, 2015, 04:08:33 am »
Hmm, now the game promptly CTDs if I try to save. Both geoscape and battlescape.