Author Topic: [COMPILATION] Final Mod Pack (FMP)  (Read 1860440 times)

Online Solarius Scorch

  • Global Moderator
  • Commander
  • *****
  • Posts: 11730
  • WE MUST DISSENT
    • View Profile
    • Nocturmal Productions modding studio website
Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #1170 on: March 24, 2015, 07:24:13 pm »
From Hobbes' thread:

Just tested Industrial terrain 4 times and everything seems OK. I'd also like to know if he was using the fixed map blocks for Railyard or the old buggy ones.

I should have the latest version of all terrain files in 1.0.3, but just in case I'll copy them again.

Offline Buscher

  • Colonel
  • ****
  • Posts: 168
    • View Profile
Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #1171 on: March 24, 2015, 10:30:46 pm »
FYI: That change of terrain seems to be fixed with the latest nightly but it still creates that vector error.

...

It would be nice if you could link to the post directly next time . :D I have found it easily but just in case the search function fails and whatnot. And I am really curious as to whether there is a version discrepancy of the map tiles/blocks or not.

EDIT: I am dumb. I could just have clicked the link to the quote.
« Last Edit: March 24, 2015, 11:17:52 pm by Buscher »

Offline hellrazor

  • Commander
  • *****
  • Posts: 2027
  • Deep Ruleset Digger & Bughunter
    • View Profile
    • Github Account
Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #1172 on: March 25, 2015, 01:23:28 pm »
btw Solarius have you ever considered making a Research Tree Graphic for the FMP?

Online Solarius Scorch

  • Global Moderator
  • Commander
  • *****
  • Posts: 11730
  • WE MUST DISSENT
    • View Profile
    • Nocturmal Productions modding studio website
Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #1173 on: March 25, 2015, 01:39:58 pm »
btw Solarius have you ever considered making a Research Tree Graphic for the FMP?

There's a tool for that made by a helpful soul, look in this thread. (I can't find it right now.)

Offline Buscher

  • Colonel
  • ****
  • Posts: 168
    • View Profile
Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #1174 on: March 25, 2015, 10:59:02 pm »
I think I know what's the problem but I can't figure out the why. Either way I can offer a solution or rather workaround to the vector issue.

The problem is that I got the 1 in a billion of a savegame seed that causes these crashes. And it's rather picky as well by choosing which terrain blocks/alien deployment it wants to crash with.

I have found the seed value in the savegame and I tried to toggle a few bits. Toggling the LSB didn't change the behavior while replacing the seed value with another number did. I am not sure if Warboy would appreciate me spilling the beans, so I am gonna leave it there.

As for the solution/workaround, assuming someone gets such a seed and plays without savescumming, this is the way to fix it:
Enable savescumming, head to a tactical mission (important!), make a new save, disable savescumming, continue playing.

What are the odds of getting a problem such as this...

Offline Hobbes

  • Commander
  • *****
  • Posts: 2102
  • Infiltration subroutine in progress
    • View Profile
Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #1175 on: March 27, 2015, 12:19:10 am »
Solaris, check alienDeployments for Terror Missions. The FMP defines 5 item levels but there are several alien ranks that only have 4 item levels defined on alienDeployment.

Also, check the .ru statstrings since there's some incorrect indentation on the  STR_HEAVY_SNIPER_RIFLE_UFOPEDIA entry.


« Last Edit: March 27, 2015, 12:21:08 am by Hobbes »

Online Solarius Scorch

  • Global Moderator
  • Commander
  • *****
  • Posts: 11730
  • WE MUST DISSENT
    • View Profile
    • Nocturmal Productions modding studio website
Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #1176 on: March 27, 2015, 12:20:49 am »
Solaris, check alienDeployments for Terror Missions. The FMP defines 5 item levels but there are several alien ranks that only have 4 item levels defined on alienDeployment.

Yeah. I think I've fixed it already, but thanks for the extra eyes.

Offline Hobbes

  • Commander
  • *****
  • Posts: 2102
  • Infiltration subroutine in progress
    • View Profile
Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #1177 on: March 27, 2015, 12:22:10 am »
Yeah. I think I've fixed it already, but thanks for the extra eyes.

I'm wondering if this is the cause for the vector m range crashes, but I think that any issues with this would crash the mission when it is being generated.

Online Solarius Scorch

  • Global Moderator
  • Commander
  • *****
  • Posts: 11730
  • WE MUST DISSENT
    • View Profile
    • Nocturmal Productions modding studio website
Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #1178 on: March 27, 2015, 12:43:00 am »
1.0.4 is online. It fixes some bugs and it's also the first (probably not last) version of the improved Skymarshall.

Please let me know how it goes.

Offline Meridian

  • Global Moderator
  • Commander
  • *****
  • Posts: 9099
    • View Profile
Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #1179 on: March 27, 2015, 12:12:32 pm »
Thanks Solarius, you're really spending a lot of time on this, don't you?

Which nightly would you recoomend? I am considering openxcom_git_master_2015_03_26_1845.zip, but I am afraid of one commit there (from yesterday)... judging just by the name it sounds like it could break stuff, but I don't really understand what it does... this one: https://github.com/SupSuper/OpenXcom/commit/3db6da256841183d482344662634c1468bab6270

Online Solarius Scorch

  • Global Moderator
  • Commander
  • *****
  • Posts: 11730
  • WE MUST DISSENT
    • View Profile
    • Nocturmal Productions modding studio website
Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #1180 on: March 27, 2015, 12:27:48 pm »
Thanks Solarius, you're really spending a lot of time on this, don't you?

Which nightly would you recoomend? I am considering openxcom_git_master_2015_03_26_1845.zip, but I am afraid of one commit there (from yesterday)... judging just by the name it sounds like it could break stuff, but I don't really understand what it does... this one: https://github.com/SupSuper/OpenXcom/commit/3db6da256841183d482344662634c1468bab6270

I have no idea. I don't really have time for thorough tests at the moment. But I'm guessing 2015_03_26_1845 is kind of necessary, otherwise bad things could happen with terrains.

Offline Ridаn

  • Colonel
  • ****
  • Posts: 269
    • View Profile
Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #1181 on: March 27, 2015, 12:32:37 pm »
Thanks Solarius, you're really spending a lot of time on this, don't you?

Which nightly would you recoomend? I am considering openxcom_git_master_2015_03_26_1845.zip, but I am afraid of one commit there (from yesterday)... judging just by the name it sounds like it could break stuff, but I don't really understand what it does... this one: https://github.com/SupSuper/OpenXcom/commit/3db6da256841183d482344662634c1468bab6270

Looks like it reverts stuff back to the way it was, recent nightlies made terrain texture override terrain defined in alien deployment, but prior system allowed for more options and latest versions of terrain pack were already built upon that system.

Offline Hobbes

  • Commander
  • *****
  • Posts: 2102
  • Infiltration subroutine in progress
    • View Profile
Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #1182 on: March 27, 2015, 05:36:12 pm »
Thanks Solarius, you're really spending a lot of time on this, don't you?

Which nightly would you recoomend? I am considering openxcom_git_master_2015_03_26_1845.zip, but I am afraid of one commit there (from yesterday)... judging just by the name it sounds like it could break stuff, but I don't really understand what it does... this one: https://github.com/SupSuper/OpenXcom/commit/3db6da256841183d482344662634c1468bab6270

That commit had two proposes: install item recovery during, and at the end of multi-part missions for TFTD (this shouldn't cause any problems). And a recent change I asked Warboy to reverse, where terrains assigned to textures would override terrains listed in alienDeployments, which limits designing new missions. This last change might cause issues but they should be minor, like terrains being wrongly assigned.

Online Solarius Scorch

  • Global Moderator
  • Commander
  • *****
  • Posts: 11730
  • WE MUST DISSENT
    • View Profile
    • Nocturmal Productions modding studio website
Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #1183 on: March 28, 2015, 12:00:12 pm »
Thanks for the additional explanations, guys.

As for the tech tree questions, look at this post, Shifter55 attaches a cmap file with a (slightly outdated now) FMP tech tree.

Hopefully it'll be useful, or at least an inspiration.

niculinux

  • Guest
Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #1184 on: March 28, 2015, 02:31:00 pm »
Hello folks  :)

1.0.4 version downloaded from the mod portal is not compatible with 1.0 milestone right? Hell 1.0 users cannot play any mod at all, i suppose, attached here's a shot.

Output of  the .log file:

Code: [Select]
[28-03-2015 13:26:25] [INFO] Data folder is:
[28-03-2015 13:26:25] [INFO] Data search is:
[28-03-2015 13:26:25] [INFO] - /home/nicola/.local/share/openxcom/data/
[28-03-2015 13:26:25] [INFO] - /usr/share/ubuntu/openxcom/data/
[28-03-2015 13:26:25] [INFO] - /usr/share/gnome/openxcom/data/
[28-03-2015 13:26:25] [INFO] - /usr/local/sharehttps://openxcom/data/
[28-03-2015 13:26:25] [INFO] - /usr/sharehttps://openxcom/data/
[28-03-2015 13:26:25] [INFO] - /usr/local/share/openxcom/data/
[28-03-2015 13:26:25] [INFO] - /usr/share/openxcom/data/
[28-03-2015 13:26:25] [INFO] - ./data/
[28-03-2015 13:26:25] [INFO] User folder is: /home/nicola/.local/share/openxcom/
[28-03-2015 13:26:25] [INFO] Config folder is: /home/nicola/.config/openxcom/
[28-03-2015 13:26:25] [INFO] Options loaded successfully.
[28-03-2015 13:26:25] [INFO] SDL initialized successfully.
[28-03-2015 13:26:26] [INFO] SDL_mixer initialized successfully.
[28-03-2015 13:26:26] [INFO] Attempting to set display to 872x715x8...
[28-03-2015 13:26:26] [INFO] Display set to 872x715x8.
[28-03-2015 13:26:26] [INFO] Loading ruleset...
[28-03-2015 13:26:29] [INFO] Ruleset loaded successfully.
[28-03-2015 13:26:29] [INFO] Loading resources...
[28-03-2015 13:26:29] [INFO] Loading extra resources from ruleset...
[28-03-2015 13:26:31] [INFO] Resources loaded successfully.
[28-03-2015 13:26:31] [INFO] Loading language...
[28-03-2015 13:26:31] [INFO] Language loaded successfully.
[28-03-2015 13:26:31] [INFO] OpenXcom started successfully!
[28-03-2015 13:26:31] [INFO] Playing flx, 320x200, 890 frames
[28-03-2015 13:26:31] [INFO] Using software scaling routine. For best results, try an OpenGL filter.
[28-03-2015 13:26:43] [INFO] Attempting to set display to 872x715x8...
[28-03-2015 13:26:43] [INFO] Display set to 872x715x8.
[28-03-2015 13:26:43] [INFO] SDL_mixer initialized successfully.
[28-03-2015 13:26:43] [INFO] Loading ruleset...
[28-03-2015 13:26:45] [WARN] yaml-cpp: error at line 0, column 0: bad conversion
[28-03-2015 13:26:45] [INFO] Ruleset loaded successfully.
[28-03-2015 13:26:45] [INFO] Loading resources...
[28-03-2015 13:26:46] [INFO] Loading extra resources from ruleset...
[28-03-2015 13:26:46] [INFO] Resources loaded successfully.
[28-03-2015 13:26:46] [INFO] Loading language...
[28-03-2015 13:26:46] [INFO] Language loaded successfully.
[28-03-2015 13:26:46] [INFO] OpenXcom started successfully!