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Author Topic: [COMPILATION] Final Mod Pack (FMP)  (Read 699123 times)

Online Solarius Scorch

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #2265 on: May 30, 2016, 07:13:32 pm »
If you're going to release a new version it might be worthwhile to go over research as well.

Latest nightlies introduced a new modding value called "destroyItem"
see change recoverItems and ufopaedia reference on research .

A ruleset example can be found at official dev commits

Oh dear.
All right, I'll check...

EDIT: The destroyItem flag is straightforward, but what about the corpses? Should I change anything if I want to keep it the way it was? What can be done with this, can you rule if the corpse is destroyed or not using the flag? I can't see any concrete information about this and truth be told I don't really have time for tests right now.

Offline hellrazor

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #2266 on: May 30, 2016, 07:42:51 pm »
Corpses do not need the flag. At least it was not added towards xcom1 or xcom2 ruleset with warboys commit.

Offline R1dO

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #2267 on: May 31, 2016, 01:02:08 am »
EDIT: The destroyItem flag is straightforward, but what about the corpses? Should I change anything if I want to keep it the way it was? What can be done with this, can you rule if the corpse is destroyed or not using the flag? I can't see any concrete information about this and truth be told I don't really have time for tests right now.

If i understand the code correctly ... the "destroyItem" is needed for each item (weapon, elerium,alloys, corpses and live aliens) that must be destroyed after research.
This option will NOT give you a corpse when researching a live alien (it can only incinerate the live alien when you're done learning from them). If you need a corpse after research, advice the players to activate the "retainCorpses" (replacement of "recoverItems" option).

Please note that using the option "retainCorpses" while not using the rule "destroyItem" on a live alien  will give a free corpse together with the live alien (free money when sell live aliens is also on).

Online Solarius Scorch

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #2268 on: May 31, 2016, 11:51:38 am »
OK, thanks! That's all I wanted.

I'll publish a new version when I'm done with map stuff I'm currently doing.

EDIT: It's ready! download from: https://www.mediafire.com/download/4cbj4y4drdryrrx/Final_Mod_Pack_1.9.3.zip

(I'm pretty sure I screwed up something again.)
« Last Edit: May 31, 2016, 08:15:53 pm by Solarius Scorch »

Offline Slaughter

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #2269 on: June 01, 2016, 07:44:46 am »
Changelog?
Btw, got more bugged UFOs on saves in this link - I hope I'm helping:
https://mega.nz/#!VddRlQRa!IH5u-X6Z0eel5X6ebhYZQutXwdezTzTZaNAVI9yMwv0

Hey Solarius, why not get yourself a forum subsection for FMP and X-COM files? Its a big mod and this topic is too small for it now.

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Online Solarius Scorch

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #2270 on: June 01, 2016, 10:33:48 am »
Changelog?

Sorry, I kinda forgot. It's in the readme, but I'll put it here:

  • Implemented Hellrazor's darkened (non-transparent) ship maps.
  • Small update of rulesets to match the newest nightly.

Btw, got more bugged UFOs on saves in this link - I hope I'm helping:
https://mega.nz/#!VddRlQRa!IH5u-X6Z0eel5X6ebhYZQutXwdezTzTZaNAVI9yMwv0

It doesn't allow me to download the file, saying I've exceeded my data limit. Can you please use MediaFire, Google, Dropbox or something, you know... that is known to work? :P
Or just tell me what the bug is, if it's possible.

Hey Solarius, why not get yourself a forum subsection for FMP and X-COM files? Its a big mod and this topic is too small for it now.

Michal actually offered this already, but I declined since I'm not developing the FMP much. Could have been a mistake. I can ask him about this, but I'm not sure what we could do with a subforum beside having this thread...

Offline Slaughter

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #2271 on: June 01, 2016, 10:37:12 am »
 Your data limit? Weird. Try tomorrow. I will take a look at it tomorrow.


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Offline Slaughter

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #2272 on: June 01, 2016, 10:38:19 pm »
Solarius, it works fine in this other computer in my university. Did you download to browser or did you click the megasynch button?
Also the bug is UFOs through which one can see.

About a sub-forum, I can think of lots of threads:

- Download links
- FMP modmods
- Bug/crash reports
- Future plans
- Ideas and suggestions in general
- General feedback and playstyle discussion, etc.

EDIT: BTW, gunporn observation: Am I the only one who thinks the description of the Sniper Rifle is nonsensical? "12,4mm" bullet? That's anti-materiel rifle size bullet, and the Sniper Rifle looks like it fires a normal caliber - you know, 5,56m, 7,62mm or even the same 6,5mm bullet the X-COM Rifle uses. With a bullet that large, the damage should be double the normal rifle. The description clearly doesn't make sense.

Interestingly, the description fits... the Tac Sniper Rifle, which is bigger, deals a lot of damage (65!), can fire explosive rounds and looks a lot like a Anti-Materiel Rifle to me.
« Last Edit: June 01, 2016, 11:16:56 pm by Slaughter »

Online Solarius Scorch

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #2273 on: June 01, 2016, 11:55:07 pm »
Solarius, it works fine in this other computer in my university. Did you download to browser or did you click the megasynch button?

To browser, I think.
Can you maybe just zip it and attach it to the post here?

Also the bug is UFOs through which one can see.

Can you remember its type?

About a sub-forum, I can think of lots of threads:

- Download links
- FMP modmods
- Bug/crash reports
- Future plans
- Ideas and suggestions in general
- General feedback and playstyle discussion, etc.

OK, I'll ask Michal again.

EDIT: BTW, gunporn observation: Am I the only one who thinks the description of the Sniper Rifle is nonsensical? "12,4mm" bullet? That's anti-materiel rifle size bullet, and the Sniper Rifle looks like it fires a normal caliber - you know, 5,56m, 7,62mm or even the same 6,5mm bullet the X-COM Rifle uses. With a bullet that large, the damage should be double the normal rifle. The description clearly doesn't make sense.

Interestingly, the description fits... the Tac Sniper Rifle, which is bigger, deals a lot of damage (65!), can fire explosive rounds and looks a lot like a Anti-Materiel Rifle to me.

Yeah, I never really noticed... Well, this mod is big. :) I'll do something about it.

Offline Slaughter

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #2274 on: June 02, 2016, 12:02:32 am »
Can't attach files through tapatalk, that's why I sent you mega links.

here it is

Online Solarius Scorch

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #2275 on: June 02, 2016, 12:16:15 am »
Can't attach files through tapatalk, that's why I sent you mega links.

here it is

OK, thanks! Should be fixed now.

Offline R1dO

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #2276 on: June 20, 2016, 10:04:07 pm »
Small error i noticed while looking at the logs:

Code: [Select]
[WARN] STR_MUTON_OBLITERATOR not found in en-US
Probably due to alienRaces_FMP.rul @ 62:
Code: [Select]
  - id: STR_MUTON_OBLITERATOR should that not be replaced by?
Code: [Select]
  - id: STR_OBLITERATOR

Online Solarius Scorch

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #2277 on: June 22, 2016, 02:19:13 am »
I think both may be needed. Thanks, I'll check.

EDIT:
Everything seems to be in order in my version:

Code: [Select]
      STR_MUTON_OBLITERATOR: "Muton"
Which is correct. It's a Muton variant with Obliterators as terror units, not a new race.

Offline R1dO

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #2278 on: June 22, 2016, 12:59:52 pm »
Thanks for the clarification.

In that case the string definition is still missing in the 0.9.3 download extraStrings_FMp file.
(Or was your code fragment an attempt to lure me into pasting that information into my local installation ;))

Online Solarius Scorch

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #2279 on: June 22, 2016, 02:03:13 pm »
Thanks for the clarification.

In that case the string definition is still missing in the 0.9.3 download extraStrings_FMp file.
(Or was your code fragment an attempt to lure me into pasting that information into my local installation ;))

That's really strange, since this line exists in my version and it was added several releases ago.

Whatever the case, it should be fixed in the next release. (If it's not, then it must be some other reason... But I have no idea what.)