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Author Topic: [TOTAL CONVERSION] The Piratez Mod - 0.9.j - 9 May - Holiday Edition  (Read 799021 times)

Offline Dioxine

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Re: [TOTAL CONVERSION] The Piratez Mod - 0.7.07
« Reply #120 on: May 08, 2014, 03:12:22 am »
Well, I don't know what happened to your Bonaventura, I'd bet on you using some miracle maps made by third parties... as for the other fun stuff, I have no idea - it never happened before... I'll look into it, but nothing of this makes sense...

Oh and the tiny drill, just hold on to it, it's not a bug. I probably need to add a Pedia entry on that...

Offline Brian

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Re: [TOTAL CONVERSION] The Piratez Mod - 0.7.07
« Reply #121 on: May 08, 2014, 05:20:00 am »
I've started a game on 0.7.07, but I'm getting a crash (I started with git 2014-05-03 19:03, but using git 2014-05-07 23:42 didn't fix it).

On Feb 1 at 8:30, I get a crash to desktop and a popup saying:
Assertion failed!
RuleRegion.cpp line 188
0 && Invalid zone number

Any ideas?

I was surprised by how harsh the nerfs in 0.7 are, but I'm definitely enjoying it - my rum empire needed to be humbled :)

Edit: also, I took a peek at the ruleset, and noticed that one of the non-Star-God commanders has a ransom of 4 million instead of 400K.  Is that deliberate?
« Last Edit: May 08, 2014, 05:30:24 am by Brian »

Offline Dioxine

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Re: [TOTAL CONVERSION] The Piratez Mod - 0.7.07
« Reply #122 on: May 08, 2014, 01:23:01 pm »
Hi! It's cool you're liking it, despite all the nerfs the game isn't that much harder imho - it's just harder to have piles o' cash and best guns :)

About the commander - yes, it was a bug, thanks for pointing that out. 400k is the proper sell price.

About the bug... I loaded your save but nothing crashed, must be some randomly generated stuff that crashes it... I'll keep looking into it.

Make sure all your versions are up to date, and if your xcom1.rul is up to date too, no crazy stuff like it being opened in your notepad during install, or having set read-only flag or anything :)

@xaphias: I suspect you're using modified terrain data, specifically XcomUtil.
« Last Edit: May 08, 2014, 01:58:05 pm by Dioxine »

Offline xaphias

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Re: [TOTAL CONVERSION] The Piratez Mod - 0.7.07
« Reply #123 on: May 08, 2014, 03:25:33 pm »
I dont have any xcomutils enabled, and havent modified anything, only mods I'm using, are piratez and lukesextraufos, even disabling lukesextraufos doesn't change it, so I dont know what it could be. it's nothing gamebreaking, but I'll try a reinstall from scratch, and get back to you.

Offline Dioxine

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Re: [TOTAL CONVERSION] The Piratez Mod - 0.7.07
« Reply #124 on: May 08, 2014, 03:35:22 pm »
I was not referring to the XCom Util rulesets in the OpenXcom, but to the fact that your XCom:UFO Defense files might've been modified by XCom Util at some point. Make sure your original game is truly original.

Offline xaphias

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Re: [TOTAL CONVERSION] The Piratez Mod - 0.7.07
« Reply #125 on: May 08, 2014, 04:25:59 pm »
ok, bought UFO: defense on steam, patched with patch 1.2 and 1.4, and the data patch on openxcom, and now it works :)
thanx for the help, now I'll go enjoy my new sprites :)

Offline xaphias

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Re: [TOTAL CONVERSION] The Piratez Mod - 0.7.07
« Reply #126 on: May 11, 2014, 09:20:54 pm »
Hi again, came across a showstopping bug, game crashes with the following error message: Assertion failed! providing screenshot.
I'm not sure if its your mod or openxcom that's causing it, trying here first.
think it has something to do with a terror mission. it happens in the geosphere a few hours after the provided save.

Offline Warboy1982

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Re: [TOTAL CONVERSION] The Piratez Mod - 0.7.07
« Reply #127 on: May 12, 2014, 12:25:30 am »
trajectory P_LOC contains only one waypoint. that's bad. a trajectory needs a bare minimum of 2 waypoints: one is the spawn point, and the second is the initial waypoint.

Offline xaphias

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Re: [TOTAL CONVERSION] The Piratez Mod - 0.7.07
« Reply #128 on: May 12, 2014, 03:01:48 pm »
thanx warboy for clarifying the issue :)

Offline Dioxine

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Re: [TOTAL CONVERSION] The Piratez Mod - 0.7.07
« Reply #129 on: May 12, 2014, 03:39:41 pm »
It's already been fixed for some days now, I'm just hunting for more bugs before the next public release.

Offline Dioxine

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Re: [TOTAL CONVERSION] The Piratez Mod - 0.7.07
« Reply #130 on: May 13, 2014, 01:55:07 am »
Aaaand I got the same error, Muton Terror Mission, out of the blue. Irrelevant to that trajectory. Reloading a save from a few days before solved the problem. It rather cannot be the mod since there were no changes to Terror Missions recently.

Offline xaphias

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Re: [TOTAL CONVERSION] The Piratez Mod - 0.7.07
« Reply #131 on: May 13, 2014, 03:09:42 am »
But the P_LOC issue is fixed? and the ships spawn properly that use that ID?

Offline Dioxine

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Re: [TOTAL CONVERSION] The Piratez Mod - 0.7.07
« Reply #132 on: May 13, 2014, 05:52:31 am »
Fixed, but no actual ships observed, they're quite rare. I'll be posting the update (fixing that and many other errors) tomorrow.

Offline xaphias

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Re: [TOTAL CONVERSION] The Piratez Mod - 0.7.07
« Reply #133 on: May 13, 2014, 07:58:28 pm »
there is one spawning in my savefile a few posts up if you want to verify, cant say where it spawns tho, since I used P0-P4 as trajectories to make it spawn. it should be only hours ahead of the save.

Offline xaphias

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Re: [TOTAL CONVERSION] The Piratez Mod - 0.7.07
« Reply #134 on: May 13, 2014, 09:30:26 pm »
I found where the item "Dead" comes from, it's from low ranked church members, I suspect zealots, they dont produce a clerk's booty when they die, instead they show up as "Dead" I'll check it and make sure the next time I run a church mission.

and for the mysterious ships. ya those ships are really rare, must have played more then 4years and probably over 1000 ufo spawned, and I've only come across 1. can't wait to get ahold of one, that one slipped through my fingers.

Nope, it's Neophytes bodies that make the dead item.
« Last Edit: May 13, 2014, 10:47:45 pm by xaphias »