Author Topic: [COMPILATION] Final Mod Pack (FMP)  (Read 1856472 times)

Offline NuclearStudent

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #1245 on: April 07, 2015, 01:36:55 am »
Is this compatible with Soldier Diaries? I threw soldier diaries haphazardly to test. It crashed. However, that's because I threw it in with the latest nightly and FMP version without checking.

Offline ivandogovich

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #1246 on: April 07, 2015, 01:46:36 am »
In short, no.  Soldier diaries is not updated to the latest nightly.  FMP definitely requires the latest nightly.   Soldier diaries is largely compatible with simple things like graphics and weapon mods, but not larger mod packs that vary missions etc.

Offline NuclearStudent

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #1247 on: April 07, 2015, 01:54:28 am »
It's a good thing I kept a backup! Thank Ivan!

Offline arrakis69ct

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #1248 on: April 07, 2015, 03:56:37 am »
miss code

STR_GOOSEBAY:Goosebay in canada  is a city

and yellowknife also

i see the code of STR_CARTAGENA: but i dont see the city in geoscape
« Last Edit: April 07, 2015, 04:11:22 am by arrakis69ct »

Offline Dioxine

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #1249 on: April 07, 2015, 04:17:05 am »
i see the code of STR_CARTAGENA: but i dont see the city in geoscape

Blame the Romans :)

Offline arrakis69ct

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #1250 on: April 07, 2015, 10:40:34 am »
cartagena in south america

blame the spanish XD

Offline Solarius Scorch

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #1251 on: April 07, 2015, 11:57:47 am »
Thanks, I'll fix the missing city names. (It was hard to catch them all.) And indeed there are some strings in the ruleset which aren't used, just deal with it :)

Blame the Romans :)

Lawl. :)

Also, I'll rethink the LMG.

Offline arrakis69ct

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #1252 on: April 07, 2015, 12:40:53 pm »
yep i think do excesive damage for the tus that cost fire it

and recemtly i see a mod for diverse in power suit ant other armors, recoloured in function of sex and nacionality. may be interest for recognise the members.... is a idea

Offline Solarius Scorch

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #1253 on: April 07, 2015, 12:47:51 pm »
and recemtly i see a mod for diverse in power suit ant other armors, recoloured in function of sex and nacionality. may be interest for recognise the members.... is a idea

Yeah, it's a cool feature, I'll definitely think about it.

Offline Dioxine

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #1254 on: April 07, 2015, 02:51:54 pm »
Armor based on gender and nationality...

Hey there, black man! Don't touch that power suit! Only whites are allowed to wear that! :)

Offline Solarius Scorch

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #1255 on: April 07, 2015, 03:19:37 pm »
Armor based on gender and nationality...

Hey there, black man! Don't touch that power suit! Only whites are allowed to wear that! :)

Er... I was thinking of ranks... :)

Offline ivandogovich

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #1256 on: April 07, 2015, 03:42:57 pm »
Wow.  Have your armor colored by rank?  That could be great! :)

Offline arrakis69ct

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #1257 on: April 07, 2015, 04:10:30 pm »
yeah for ranks are interesting

Offline Ridаn

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #1258 on: April 07, 2015, 04:23:14 pm »
I`d rather have control over colour, I liked that idea about manufactoring coloured armours from a basic one.
Then you can just assign ones with distinct colour to high ranking operatives, if you want.

Dont forget that stuff colored by script reverts to original colours during dying animation and so does floorobject/corpse. It doesnt look nice.
« Last Edit: April 07, 2015, 04:28:44 pm by Ridаn »

Offline Solarius Scorch

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #1259 on: April 07, 2015, 07:08:06 pm »
I`d rather have control over colour, I liked that idea about manufactoring coloured armours from a basic one.
Then you can just assign ones with distinct colour to high ranking operatives, if you want.

Dont forget that stuff colored by script reverts to original colours during dying animation and so does floorobject/corpse. It doesnt look nice.

Awww, that'd be a problem. I think I'm not using it then, at least before it's fixed.

I think I'll release a new version soon, I just need to test the missions part a bit and it is a bit of a bitch to test.