Author Topic: [COMPILATION] Final Mod Pack (FMP)  (Read 1580856 times)

Offline hellrazor

  • Commander
  • *****
  • Posts: 2013
  • Deep Ruleset Digger & Bughunter
    • View Profile
    • Github Account
Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #2460 on: January 07, 2017, 09:06:31 pm »
When i coming in alien base..
what happened?

restart not work.



i use latests versions of openxcom+final mod pack from installed steam version Ufo Defence.

Are you using the nightly version or 1.0 version?

Offline yetiisyou

  • Sergeant
  • **
  • Posts: 27
    • View Profile
Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #2461 on: January 07, 2017, 09:11:24 pm »
Are you using the nightly version or 1.0 version?

openxcom_git_master_2016_12_30_1057.exe + https://www.mediafire.com/file/6i904b2h1h6g59c/Final_Mod_Pack_1.9.5b.zip

Offline hellrazor

  • Commander
  • *****
  • Posts: 2013
  • Deep Ruleset Digger & Bughunter
    • View Profile
    • Github Account
Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #2462 on: January 07, 2017, 09:20:33 pm »
openxcom_git_master_2016_12_30_1057.exe + https://www.mediafire.com/file/6i904b2h1h6g59c/Final_Mod_Pack_1.9.5b.zip

I am using the same nightly for me it works. Maybe Solarius has to recheck the mapscript.

Offline Solarius Scorch

  • Global Moderator
  • Commander
  • *****
  • Posts: 11408
  • WE MUST DISSENT
    • View Profile
    • Nocturmal Productions modding studio website
Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #2463 on: January 07, 2017, 09:58:35 pm »
I am using the same nightly for me it works. Maybe Solarius has to recheck the mapscript.

OK, checking it now...

...PROCESSING...
...PROCESSING...
...PROCESSING...
...PROCESSING...
...PROCESSING...
...PROCESSING...
...PROCESSING...

Well, I launched a number of tests and all bases generated correctly.
I also checked the map script; there is no addCraft in there. In fact, it is completely unchanged from vanilla.

So either there is something wrong with your install, or there is an elusive rare error with alien bases. Both possibilities exist.

Try enable save scumming and check again, maybe?

Offline hellrazor

  • Commander
  • *****
  • Posts: 2013
  • Deep Ruleset Digger & Bughunter
    • View Profile
    • Github Account
Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #2464 on: January 07, 2017, 10:08:48 pm »
OK, checking it now...

...PROCESSING...
...PROCESSING...
...PROCESSING...
...PROCESSING...
...PROCESSING...
...PROCESSING...
...PROCESSING...

Well, I launched a number of tests and all bases generated correctly.
I also checked the map script; there is no addCraft in there. In fact, it is completely unchanged from vanilla.

So either there is something wrong with your install, or there is an elusive rare error with alien bases. Both possibilities exist.

Try enable save scumming and check again, maybe?

I tried a few Alien Base assaults from New Battle screen.
And on a few cases i got a CTD.
Check the terrain definition, the entry modules need to have "groups: [2]" set.
« Last Edit: January 07, 2017, 10:11:31 pm by hellrazor »

Offline Solarius Scorch

  • Global Moderator
  • Commander
  • *****
  • Posts: 11408
  • WE MUST DISSENT
    • View Profile
    • Nocturmal Productions modding studio website
Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #2465 on: January 07, 2017, 10:11:16 pm »
I tried a few Alien Base assaults from New Battle screen.
And on a few cases i got a CTD.
Check the terrain definition, the entry modules need to have "groups: [1]" set.

Weird, this code and alien base in general is as old as death. Maybe some subtle changes to the .exe? Or maybe I just normally screwed up and everybody has been too polite to report it.

I'll check and fix if necessary.

Offline hellrazor

  • Commander
  • *****
  • Posts: 2013
  • Deep Ruleset Digger & Bughunter
    • View Profile
    • Github Account
Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #2466 on: January 07, 2017, 10:12:41 pm »
Weird, this code and alien base in general is as old as death. Maybe some subtle changes to the .exe? Or maybe I just normally screwed up and everybody has been too polite to report it.

I'll check and fix if necessary.

Sorry its "groups: [2]" not one. Just rechecked with the terrain definition of my alien bases.

Offline Solarius Scorch

  • Global Moderator
  • Commander
  • *****
  • Posts: 11408
  • WE MUST DISSENT
    • View Profile
    • Nocturmal Productions modding studio website
Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #2467 on: January 08, 2017, 12:07:11 am »
Sorry its "groups: [2]" not one. Just rechecked with the terrain definition of my alien bases.

Yeah, you are right after all. Apparently my Alien Base code was outdated. All entry blocks were labelled as group: 6 instead of 2.

Moreover, these blocks are also marked as type: 6. I can't even remember what it was for, but I think it's a remnant feature now?

Anyway, this was indeed a stealth bug; the base generated fine for me. Sorry about that, I'll fix it ASAP.

EDIT: Version 1.9.6 is uploaded.

- Added Plasma Sub.
- Some new Polar maps.
- Added one Alien Base map.
- Fixed a bug with Alien Base terrain generation.
- Fixed Supply Ship maps (by Hellrazor).
- Additional translations by Kammerer and F.E.K.

Offline yetiisyou

  • Sergeant
  • **
  • Posts: 27
    • View Profile
Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #2468 on: January 08, 2017, 09:12:13 am »
So, i try delete mods and found bug with Terrain Pack mod from Hobbs.
Was disable this and game start normally.



with Terrain Pack v4.1 dosn't work alien base, if disable this mod, mounth can't be ending.


How can i added my answer in https://openxcom.org/forum/index.php/topic,2358.1395.html ?
« Last Edit: January 08, 2017, 01:01:43 pm by yetiisyou »

Offline wolfreal

  • Colonel
  • ****
  • Posts: 298
    • View Profile
Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #2469 on: January 08, 2017, 10:34:50 am »
Hello again.

I downloaded 1.9.6, and tested the supply ships. They´re working fine.

But now, in a debug game, I find a similar error in other ship

Take a look at the images. The soldier in the first floor can shoot the sectoid and the disc on the second one.

I uploading the savegames, the images, and here I copying what I think is the important part of the savegame that will help people identify in what map is the problem.

Spoiler:
width: 50
  length: 50
  height: 4
  missionType: STR_UFO_GROUND_ASSAULT
  globalshade: 0
  turn: 1
  selectedUnit: 30
  mapdatasets:
    - BLANKS
    - GRASSLANDMOUNT
    - GRASSLANDDESERT
    - GRASSLANDBITS
    - BLANKS
    - U_EXT02
    - U_WALL02
    - U_PODS
    - U_BITS
    - UFOL83
    - BLANKS
    - PLANE_ALLOY
    - CRAFTBIT
    - AVENGER_NEW

 I hope this can help.

Edit: I check and the other side of the ship suffer from the same issue.
« Last Edit: January 08, 2017, 10:39:52 am by ajnunezr »

Offline hellrazor

  • Commander
  • *****
  • Posts: 2013
  • Deep Ruleset Digger & Bughunter
    • View Profile
    • Github Account
Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #2470 on: January 08, 2017, 12:38:19 pm »
Thats not an error. Your looking up one of the dropdown doors.
Or how else do you think this cyberdisc would be able to leave the second floor and terrorize civilians?
« Last Edit: January 08, 2017, 12:42:23 pm by hellrazor »

Offline Solarius Scorch

  • Global Moderator
  • Commander
  • *****
  • Posts: 11408
  • WE MUST DISSENT
    • View Profile
    • Nocturmal Productions modding studio website
Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #2471 on: January 08, 2017, 01:40:55 pm »
So, i try delete mods and found bug with Terrain Pack mod from Hobbs.
Was disable this and game start normally.



with Terrain Pack v4.1 dosn't work alien base, if disable this mod, mounth can't be ending.

FMP is not compatible with Terrain Pack, because it contains most of Terrain Pack.

Offline yetiisyou

  • Sergeant
  • **
  • Posts: 27
    • View Profile
Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #2472 on: January 08, 2017, 01:43:08 pm »
really? in terrain pack mods more folders & files ((

so, how can ending mounth without TP mod?
« Last Edit: January 08, 2017, 01:48:05 pm by yetiisyou »

Offline Solarius Scorch

  • Global Moderator
  • Commander
  • *****
  • Posts: 11408
  • WE MUST DISSENT
    • View Profile
    • Nocturmal Productions modding studio website
Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #2473 on: January 08, 2017, 01:57:00 pm »
It can be done, but it's too complex to explain in a post.

FMP readme states clearly that:

Quote
IS THIS MOD COMPATIBLE WITH OTHER MODS?
Generally, yes. However, since this is so complex, there is a significant risk that it will conflict with something else. It certainly works with all rulesets released with the game, like the XComUtil elements.
Before applying the mod, make sure it's not already included in the package! If it is, expect a conflict of some sort.

And in the included mods list below:

Quote
* Terrain Pack, by Hobbes
https://www.openxcom.com/mod/terrain-missions-pack
Adds new terrains to fight on, as well as new alien missions.

Sorry, but if you haven't read the readme, you can only blame yourself.

Offline yetiisyou

  • Sergeant
  • **
  • Posts: 27
    • View Profile
Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #2474 on: January 08, 2017, 02:03:56 pm »
it everything is clear. Wait what to do? start again the game?