Author Topic: [COMPILATION] Final Mod Pack (FMP)  (Read 1580321 times)

Offline Solarius Scorch

  • Global Moderator
  • Commander
  • *****
  • Posts: 11408
  • WE MUST DISSENT
    • View Profile
    • Nocturmal Productions modding studio website
Re: [COMPILATION][RESEARCH] FMP Core/Tech Tree part
« Reply #1140 on: March 21, 2015, 10:26:52 am »
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

But the filename is Handob_BlasterBomb.png, not HandOb_BlasterBomb.png - so what's the problem?

Hmm, now the game promptly CTDs if I try to save. Both geoscape and battlescape.

Sounds bad. I'll investigate.

EDIT: I got the same thing. But my game saves normally.
What exactly does "FinalModPackRanks" do?
« Last Edit: March 21, 2015, 10:32:43 am by Solarius Scorch »

Offline Quinch

  • Colonel
  • ****
  • Posts: 128
    • View Profile
Re: [COMPILATION][RESEARCH] FMP Core/Tech Tree part
« Reply #1141 on: March 21, 2015, 05:10:30 pm »
Oh, it's that supplementary mod I did a while back that recolors enemies according to rank. Also, looks to be mission-related - I deleted the AlienMissions section from the save so that saved normally.

Edit: Ah, here we go. One of the scheduled waves was a port attack, so changing it to terror fixed that.
EditEdit: And for something utterly innocuous, Yellowknife, Lapaz and Goosebay are lacking strings.
« Last Edit: March 21, 2015, 07:20:43 pm by Quinch »

Offline myk002

  • Colonel
  • ****
  • Posts: 227
    • View Profile
Re: [COMPILATION][RESEARCH] FMP Core/Tech Tree part
« Reply #1142 on: March 21, 2015, 06:10:51 pm »
But the filename is Handob_BlasterBomb.png, not HandOb_BlasterBomb.png - so what's the problem?
Not from what I can see when I unzip the 1.0.3 archive:
Code: [Select]
$ ls Resources/FinalModPack/Weapons_Compilation/ImprovedHandObs/*BlasterBomb.png
Resources/FinalModPack/Weapons_Compilation/ImprovedHandObs/HandOb_BlasterBomb.png

Offline Solarius Scorch

  • Global Moderator
  • Commander
  • *****
  • Posts: 11408
  • WE MUST DISSENT
    • View Profile
    • Nocturmal Productions modding studio website
Re: [COMPILATION][RESEARCH] FMP Core/Tech Tree part
« Reply #1143 on: March 21, 2015, 07:47:19 pm »
Oh, it's that supplementary mod I did a while back that recolors enemies according to rank. Also, looks to be mission-related - I deleted the AlienMissions section from the save so that saved normally.

Edit: Ah, here we go. One of the scheduled waves was a port attack.

Ah, I'm glad.

Not from what I can see when I unzip the 1.0.3 archive:
Code: [Select]
$ ls Resources/FinalModPack/Weapons_Compilation/ImprovedHandObs/*BlasterBomb.png
Resources/FinalModPack/Weapons_Compilation/ImprovedHandObs/HandOb_BlasterBomb.png

I can't really explain it - but you're right. I think something went wrong with overwriting files at my end. I'll fix it.

In other news, I added openable side doors to the Skymarshall, because it was basically a coffin.

Offline Jstank

  • Colonel
  • ****
  • Posts: 247
  • 100% Un-Professional XCOM Lets Player
    • View Profile
    • FINAL MOD PACK LP OUT SOON NOW RECRUITING! SIGN UP TODAY!
Re: [COMPILATION][RESEARCH] FMP Core/Tech Tree part
« Reply #1144 on: March 21, 2015, 07:49:59 pm »
Oh no now my commander will be a scout.   :'(

Offline Solarius Scorch

  • Global Moderator
  • Commander
  • *****
  • Posts: 11408
  • WE MUST DISSENT
    • View Profile
    • Nocturmal Productions modding studio website
Re: [COMPILATION][RESEARCH] FMP Core/Tech Tree part
« Reply #1145 on: March 21, 2015, 07:52:42 pm »
Oh no now my commander will be a scout.   :'(

:D

The last ones will be the first, right?

Offline Duke_Falcon

  • Colonel
  • ****
  • Posts: 152
  • *Visit my DA site - click on the small globe!*
    • View Profile
    • My DeviantArt
Re: [COMPILATION][RESEARCH] FMP Core/Tech Tree part
« Reply #1146 on: March 21, 2015, 10:04:05 pm »
Oh no now my commander will be a scout.   :'(
A true leader lead his troops personally, right?

Big like for the Skymarshall, BTW!

Online Meridian

  • Global Moderator
  • Commander
  • *****
  • Posts: 8597
    • View Profile
Re: [COMPILATION][RESEARCH] FMP Core/Tech Tree part
« Reply #1147 on: March 21, 2015, 10:26:44 pm »
In other news, I added openable side doors to the Skymarshall, because it was basically a coffin.

Oh YES, best news ever!

Offline DoxaLogos (JG)

  • Colonel
  • ****
  • Posts: 358
  • Squaddie cautiously peering through the breach
    • View Profile
Re: [COMPILATION][RESEARCH] FMP Core/Tech Tree part
« Reply #1148 on: March 21, 2015, 10:40:09 pm »
Sweet!!

Offline myk002

  • Colonel
  • ****
  • Posts: 227
    • View Profile
Re: [COMPILATION][RESEARCH] FMP Core/Tech Tree part
« Reply #1149 on: March 22, 2015, 09:04:11 am »
Obviously it works in-game (or at least it parses fine), but I found the research tree visualizer doesn't parse the manufacturing items correctly. For example,
Code: [Select]
  - name: STR_SENTINEL
...
    requiredItems:
      - STR_ALIEN_ALLOYS: 35
      - STR_UFO_NAVIGATION: 1
    listOrder: 3230
borks out at: "- STR_ALIEN_ALLOYS: 35"

From the other thread, TheBigSot commented that:
It appears that " - " doesnt go with value list Item

is "- STR_ALIEN_ALLOYS: 35" the correct syntax for the requiredItems element, or should it be "STR_ALIEN_ALLOYS: 35"?

Offline Solarius Scorch

  • Global Moderator
  • Commander
  • *****
  • Posts: 11408
  • WE MUST DISSENT
    • View Profile
    • Nocturmal Productions modding studio website
Re: [COMPILATION][RESEARCH] FMP Core/Tech Tree part
« Reply #1150 on: March 22, 2015, 10:39:16 am »
Obviously it works in-game (or at least it parses fine), but I found the research tree visualizer doesn't parse the manufacturing items correctly.

You are correct, thank you. Fixing the wrong entries now.

Offline Buscher

  • Colonel
  • ****
  • Posts: 167
    • View Profile
Re: [COMPILATION][RESEARCH] FMP Core/Tech Tree part
« Reply #1151 on: March 22, 2015, 05:26:03 pm »
Started another game over the week with 1.01 now updated to 1.0.3 and the OpenXCOM Nightly 2015-03-04-01:47.

First terror mission was a port attack on the Seychelles Island, so I got a _M_range_check of course. That's when I updated the FMP to 1.0.3 and set the port_terror to terror_mission in the savegame. It ended up being a Savannah-esque map without civs but I could finish it.
Second terror mission, this time with the following savegame entry (savegame is attached):
Spoiler:
missionSites:
  - lon: 1.352630170295605
    lat: -0.2268928027592629
    type: STR_ALIEN_TERROR
    deployment: STR_TERROR_MISSION
    id: 2
    texture: -1
    secondsRemaining: 18000
    race: STR_SECTOID
In Bangalore, I get another vector::_M_range_check.
With Sectoids it's gonna end horrible once it works.


Quote
Fixing the wrong entries now.
And in that vein I found a bug with the Alloy Cannon not removing any ammo from the base. It was the opposite, I even got ammo for free when I unloaded the Alloy Cannon from the craft.
Comparing it to other entries I found that it didn't have a clipSize entry. After adding that, it took the ammo correctly from the base's inventory.

Spoiler:
Code: [Select]
  - type: STR_ALLOY_CANNON_ROUNDS_X50
    size: 0.1
    costSell: 900
    transferTime: 48
    clipSize: 50          #added this line
    listOrder: 631

But for heaven's sake if you are fixing the requiredItems for the Alloy Cannon and its ammo, reduce the required alloys for 50 rounds from 4 pieces to 1. Otherwise the ammo is absurdly more expensive than Stingrays. Even with 1 Alien Alloy for 50 rounds, it's already 4.5 more expensive than the normal cannon rounds and I suppose the (Alloy) Cannon's strong suit should be the low cost for its damage potential.

And since I asked about the E115 requirements for the Ship Rail Cannon, I simply added the required materials for the current ruleset for now.
Spoiler:
Code: [Select]
  - name: STR_RAIL_CANNON
    category: STR_CRAFT_WEAPON
    requires:
      - STR_GAUSS_CANNON
      - STR_RAILGUNS
    space: 6
    time: 360
    cost: 240000
    listOrder: 255
    requiredItems:       #added this line
      STR_ELERIUM_115: 5 #added this line



Offline Drako^BB

  • Sergeant
  • **
  • Posts: 22
    • View Profile
Re: [COMPILATION][RESEARCH] FMP Core/Tech Tree part
« Reply #1152 on: March 22, 2015, 05:56:44 pm »
I found some bugs

I use last FMP and night compilation from 17.03

1) On some mission ufo or my skaranger are placed inside buldings

2) Another when my  trops are landing on crash ufo ( large Abductor ) I got it two times now...
    There is no ship  only building with some MiB and one alien (most in case sectoid )

And PS:

Good work with pack:)

Offline Buscher

  • Colonel
  • ****
  • Posts: 167
    • View Profile
Re: [COMPILATION][RESEARCH] FMP Core/Tech Tree part
« Reply #1153 on: March 22, 2015, 06:29:34 pm »
The savegame I uploaded apparently changed the conditions for the m_range_check to happen. At least it shows the Savannah-esque setup so it's good to look at it as well.

With this attached savegame you should get the error when you disengage the Raven and wait for the terror ship to start its business. Then send the Skyranger in response.
I just hope renaming the savegame and editing the savegame's internal name didn't do too much.

Offline Jstank

  • Colonel
  • ****
  • Posts: 247
  • 100% Un-Professional XCOM Lets Player
    • View Profile
    • FINAL MOD PACK LP OUT SOON NOW RECRUITING! SIGN UP TODAY!
Re: [COMPILATION][RESEARCH] FMP Core/Tech Tree part
« Reply #1154 on: March 22, 2015, 06:53:20 pm »
I Have been playing FMP extensively and have to report port attacks are occurring at least once a month which results in a range check. The only way i have to get around this is to shoot the terror ship down before it  happens. Also, I have noticed that base attack missions sometimes will appear out of no where with no incoming battleship to start them. When they do start; however, they run fine.

I no longer have the save unfortunately. I did park the skyranger over the base to test it, and put the timer on one minute and no bs appeared.