aliens

Author Topic: [COMPILATION] Final Mod Pack (FMP)  (Read 1859127 times)

Offline sedygrizly

  • Sergeant
  • **
  • Posts: 42
    • View Profile
Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #2760 on: April 15, 2018, 11:59:27 pm »
It is a pity that this information is not in ufopedia.
Thank You, Solarius Scorch! And where to get Alien Codes?

Alien Codes and Alien Electronics should be investigated? But they are already researched.

How investigate Alien Data Slate, in section "Research" or "Manufacture"? in section "Research" I do not have such an item, as shown in the previous screenshots. in section "Manufacture" can't find.

Or Alien Codes should it be in the storage? Then where to get Alien Codes?

Thats weird. I researched Aliec Codes long time ago, i think interogating navigator gives that. And now i just got Alien electronic from interogating leader (thanks god, discs always explode and no ethereals yet). And i got immedietaly option to research data slates.

Offline Meridian

  • Global Moderator
  • Commander
  • *****
  • Posts: 9098
    • View Profile
Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #2761 on: April 16, 2018, 12:11:01 am »
I had crashes due to missing sounds for LightMachinegun and Submachinegun.
Sounds were present, but the length of the foldernames was the problem.
Renamed resource folders to "SMG" and "LMG" and adjusted the paths in the rules and then it worked.

I can't confirm either of the 2 issues, both work fine for me... also, why would the length of folder names be a problem?

Offline R1dO

  • Colonel
  • ****
  • Posts: 442
    • View Profile
Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #2762 on: April 16, 2018, 12:52:42 am »
Perhaps he is on windows and is using some special location causing the filepath length (count of characters, e.g c:\\some_long_path\target_file) to become longer than 260 characters.
That is ... if openxcom does not use some unicode version for PATH traversal

See MSDN documentation, heading" Maximum Path Length Limitation"

Offline Callahan

  • Captain
  • ***
  • Posts: 61
    • View Profile
Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #2763 on: April 16, 2018, 10:43:07 am »
Even more weird is, there is no message on startup.
If the sound was missing, there should be a NULL pointer error and exit.
If windows pathing was the problem, it should persist through the entire program, not just the execution of the sounds and result in sound not being found.

Also, the missing sound was 58 or so, but the game told me "sound 3058" was missing.
In the TFTD mod, sound 95 was the problem, game told me "sound 1195" was missing.
I was using the supplied TFTD 2.07 exe for the latter mod.

It seems like the sounds to be used ingame, not on loading, receive an additional index in steps of x * 100 and then cannot be found of course.
Completely inexplicable to me, but so it is.
« Last Edit: April 16, 2018, 10:50:18 am by Callahan »

Offline Meridian

  • Global Moderator
  • Commander
  • *****
  • Posts: 9098
    • View Profile
Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #2764 on: April 16, 2018, 10:51:09 am »
Also, the missing sound was 92 or so, but the game told me "sound 3092" was missing.
In the TFTD mod, sound 95 was the problem, game told me "sound 1195" was missing.
I was using the supplied TFTD 2.07 exe for the latter mod.

It seems like the sounds to be used ingame, not on loading, receive an additional index in steps of x * 100 and then cannot be found of course.
Completely inexplicable to me, but so it is.

Yes, this is by design.
Each mod has its own range it can use for resources...

... so if two different mods define an image or a sound with ID = 42... one gets for example 1042 and the second gets maybe 5042.
This way they will not conflict with each other (and won't overwrite their respective resources).

PS: and it is in steps of x * 1000, not x * 100

Offline Callahan

  • Captain
  • ***
  • Posts: 61
    • View Profile
Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #2765 on: April 16, 2018, 11:04:00 am »
Understood.
But I am quite sure the TFTD mod sound 95 tried to use index 1195, so 1100 more. Maybe my windows too. After all, it is supposed to work once the sound is loaded sucessfully.

Then only 1 question remains. Why is the sound being found at game startup, but later missing when about to be used?

Offline Meridian

  • Global Moderator
  • Commander
  • *****
  • Posts: 9098
    • View Profile
Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #2766 on: April 16, 2018, 11:28:59 am »
Understood.
But I am quite sure the TFTD mod sound 95 tried to use index 1195, so 1100 more. Maybe my windows too. After all, it is supposed to work once the sound is loaded sucessfully.

You would need to show me to believe that :)

Either it was 95 => 1095 or 195 => 1195.

Jokes aside, 95 => 1195 is really not possible, it must have been something else going wrong.

Then only 1 question remains. Why is the sound being found at game startup, but later missing when about to be used?

I don't know.

Maybe it is found during startup... but not loaded... and then when the game tries to access it during runtime, it just finds a null pointer.

Why is it not loaded, and why doesn't it crash there... needs to be debugged.

EDIT: But again, since it didn't crash... I assume it was a completely different issue.
« Last Edit: April 16, 2018, 11:37:02 am by Meridian »

Offline Callahan

  • Captain
  • ***
  • Posts: 61
    • View Profile
Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #2767 on: April 16, 2018, 04:20:13 pm »
Regarding the sound index I completely agree. The code of my custom exe does not support my observation. Must have been wrong.
For the crash despite existing sounds I'm satisfied for the moment by bypassing the issue with shorter path/filenames.
I may investigate the matter in the future, since it is curious.

Offline Callahan

  • Captain
  • ***
  • Posts: 61
    • View Profile
Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #2768 on: April 17, 2018, 04:06:42 pm »
On base defense, I had half my stuff scattered in my hangars. Is this intended?
I expected my stuff to be stored in my...stores. Cannot use explosives in my hangar this way.

Second, I noticed that "stun grenade" (the one made from stun bombs) hand item has a black background around it, instead of a transparent background.
Tried to fix it in my .GIF editor, but it messed up the colors on saving.
What editor is recommended for editing the games .GIF and .PNG files?

Offline Meridian

  • Global Moderator
  • Commander
  • *****
  • Posts: 9098
    • View Profile
Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #2769 on: April 17, 2018, 06:18:26 pm »
On base defense, I had half my stuff scattered in my hangars. Is this intended?
I expected my stuff to be stored in my...stores. Cannot use explosives in my hangar this way.

Intended.
Hangars have storage capacity too.

In OXCE+ you can also define on which tiles the stored items can be (e.g. those small hangars rooms for example)... but since FMP is for vanilla, nobody defined it.

PS: not being able to (ab)use explosives in base defense is sorta nice side effect :P

Second, I noticed that "stun grenade" (the one made from stun bombs) hand item has a black background around it, instead of a transparent background.
Tried to fix it in my .GIF editor, but it messed up the colors on saving.
What editor is recommended for editing the games .GIF and .PNG files?

Attached a fixed one... there will be e new FMP version in few weeks, with all such things fixed.

Offline Callahan

  • Captain
  • ***
  • Posts: 61
    • View Profile
Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #2770 on: April 17, 2018, 07:27:52 pm »
Thanks for the file.
What editor did you use, or recommend to be used on an old 32bit system?
Smaller is better. I tried GIMP, but it failed to install.
I'd like to replace some things, like SMG with a P-90, make some dark guns brighter. I can barely see the shotgun in the slots.

Offline Meridian

  • Global Moderator
  • Commander
  • *****
  • Posts: 9098
    • View Profile
Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #2771 on: April 17, 2018, 07:55:05 pm »
I used IrfanView for palette correction.... it's not really an editor... just viewer and converter.

Sometimes I use Photoshop CS2.

But I don't create graphics... for my coding and debugging purposes, MS Paint + IrfanView are enough.

Recommended are: https://openxcom.org/forum/index.php/topic,2676.0.html

Offline ohartenstein23

  • Commander
  • *****
  • Posts: 1933
  • Flamethrowers fry cyberdisk circuits
    • View Profile
Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #2772 on: April 17, 2018, 08:20:39 pm »
If you want a P-90, Solarius Scorch has one in X-Com Files.

Offline zaibakk

  • Sergeant
  • **
  • Posts: 16
    • View Profile
Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #2773 on: April 18, 2018, 06:29:34 pm »
There are any plans for 2.0 or the mod is in his ultimate form at 1.9.8? Just to know if is good to wait or start now a new run with this fantastic mod!  :)

Offline ohartenstein23

  • Commander
  • *****
  • Posts: 1933
  • Flamethrowers fry cyberdisk circuits
    • View Profile
Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #2774 on: April 18, 2018, 06:52:38 pm »
There are any plans for 2.0 or the mod is in his ultimate form at 1.9.8? Just to know if is good to wait or start now a new run with this fantastic mod!  :)

The "2.0" for this mod is X-Com Files, any more versions here are just bugfixes.