Author Topic: [COMPILATION] Final Mod Pack (FMP)  (Read 1860369 times)

Offline Solarius Scorch

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #2010 on: December 05, 2015, 07:59:22 pm »
I'm running the latest nightly, so maybe that's the issue. I'll try using an older version. Thank you very much for trying  :)

OK. But now I have another idea why the save doesn't work for me: it seems to rely on the quick slot mod, which I don't have. If you can, please send me another copy of the save without this mod, so that I could load it and check.

Offline eclecticbibliophile

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #2011 on: December 05, 2015, 09:51:30 pm »
Here you go, quick slot disabled version.

Offline Solarius Scorch

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #2012 on: December 05, 2015, 11:57:40 pm »
Here you go, quick slot disabled version.

Sorry, it still won't load.

I should try it on other versions, too...

Offline eclecticbibliophile

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #2013 on: December 06, 2015, 01:11:05 am »
No need to go through that much trouble; it was probably some sort of fluke. I'll let you know if it happens again though, and will play without Ironman from now on

Well, I've got a brand new save for you to try it out on! It's on the nightly from the third (openxcom_git_master_2015_12_03_2332.zip) because I'm a dolt and thought I could will it into working. No quickdraw slot mod this time, though.
« Last Edit: December 06, 2015, 01:52:27 am by eclecticbibliophile »

Offline Solarius Scorch

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #2014 on: December 06, 2015, 01:32:49 pm »
No need to go through that much trouble; it was probably some sort of fluke. I'll let you know if it happens again though, and will play without Ironman from now on

Well, I've got a brand new save for you to try it out on! It's on the nightly from the third (openxcom_git_master_2015_12_03_2332.zip) because I'm a dolt and thought I could will it into working. No quickdraw slot mod this time, though.

OK, I managed to load it after upgrading to the latest nightly.

In  short, I don't know what is wrong. The game crashes when I enter the inventory, when I finish the turn, when the alien dies... I have never seen such an unspecified case, and nobody has reported anything like this. I would guess caused by juggling versions of mods and/or OpenXCom in the middle of battle, but I really can't say.

Please just reload Geoscape before the battle and check if the mission goes right.

Offline Kjotleik

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #2015 on: December 15, 2015, 03:30:04 pm »
I've started to play a little on FMP 1.7.3.

So far I'm enjoying myself.

One little thing, though. I've noticed Kuwait City is placed as far east as Pakistan-ish (just west of Islamabad). Will the location be corrected in the next version? Can I do this myself by editing a file, without making the save-file un-loadable? If so, a little recipe would be nice...


Yours Sincerely
Kjotleik

Offline Solarius Scorch

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #2016 on: December 15, 2015, 06:18:47 pm »
One little thing, though. I've noticed Kuwait City is placed as far east as Pakistan-ish (just west of Islamabad). Will the location be corrected in the next version? Can I do this myself by editing a file, without making the save-file un-loadable? If so, a little recipe would be nice...

Sure, you can open regions_FMP.rul and go to line 497:

Code: [Select]
        - [66.6, 66.6, -34.31, -34.31, -1, STR_KUWAITCITY]

This line contains normal, real coordinates for the city (66.6 E, 34.31 N). Just change it to correct values, it won't break your campaign (maybe unless you have a terror there).

Thanks for bringing it to my attention, and for the praise too. I'll fix this myself, just need to check the coordinates. :P

Offline hellrazor

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #2017 on: December 15, 2015, 11:50:21 pm »
https://en.wikipedia.org/wiki/Kuwait_City

Korrekt coordinates here.

Code: [Select]
        - [66.6, 66.6, -34.31, -34.31, -2, STR_KABUL]

Kabul not Kuwait :P

Offline Solarius Scorch

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #2018 on: December 16, 2015, 06:38:18 pm »
https://en.wikipedia.org/wiki/Kuwait_City

Korrekt coordinates here.

Code: [Select]
        - [66.6, 66.6, -34.31, -34.31, -2, STR_KABUL]

Kabul not Kuwait :P

34.31 yes, but the other seems to be 69.10, not 66.6.

Nevermind though, I'll fix it when I get to it.

Offline Leprechaun

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #2019 on: December 17, 2015, 07:18:55 pm »
Could someone identify the latest nightly not currently showing problems with FMP?

I want to create a simple, complete instruction set for newbies, and I don't want to have to account for problems outside of that effort.

Offline Kjotleik

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #2020 on: December 19, 2015, 06:18:50 pm »
This line contains normal, real coordinates for the city (66.6 E, 34.31 N). Just change it to correct values, it won't break your campaign (maybe unless you have a terror there).

Thanks. Kuwait City is 29 degrees 22 minutes North, 47 degrees 58 minutes East.
Works perfectly.

I cannot find Kabul, though. Is it supposed to be on the map? If so, can I just insert a new line with the co-ordinates to the city? Which file tells OpenXCom that STR_KABUL is to be named Kabul on the map?

Sincerely
Kjotleik

Offline Solarius Scorch

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #2021 on: December 19, 2015, 10:18:40 pm »
Thanks. Kuwait City is 29 degrees 22 minutes North, 47 degrees 58 minutes East.
Works perfectly.

I cannot find Kabul, though. Is it supposed to be on the map? If so, can I just insert a new line with the co-ordinates to the city? Which file tells OpenXCom that STR_KABUL is to be named Kabul on the map?

Sincerely
Kjotleik

Kabul isn't really on the map, there's only a leftover translation string. I may as well add it.

Offline Kjotleik

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #2022 on: December 20, 2015, 04:24:38 am »
Kabul isn't really on the map, there's only a leftover translation string. I may as well add it.

If you want a lot more cities, you could always try these...

SpoilerExtra Cities on World Map:

Not all cities are 100% correctly placed here. Both because I'm not sure about their location, and because some of them had to move a bit in order to allow players to read the city-names...

And please tell me if I got any of them really messed up (wrong  continent, wrong hemishpere etc.)

Sincerely
Kjotleik



Offline Solarius Scorch

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #2023 on: December 20, 2015, 12:38:50 pm »
Thanks, I'll see if I can fit something more if the map allows (it's already cluttered).

Offline Cristao

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #2024 on: December 20, 2015, 04:35:09 pm »
Just started playing this. I didnt read through the thread yet so going in blind. Only enabled my better soldiers and armor mod. However is there a place where you advice which options to select e.g. lose items on research?