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Author Topic: [TOTAL CONVERSION] The Piratez Mod - 0.9.j - 9 May - Holiday Edition  (Read 858748 times)

Offline Nattfarinn

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Re: [TOTAL CONVERSION] The Piratez Mod - 0.73
« Reply #270 on: July 06, 2014, 10:20:54 pm »
Hi,

I have problem with installation.

I get error:

Code: [Select]
terminating with uncaught exception of type YAML::BadFile: yaml-cpp: error at line 0, column 0: bad file
...right after running game

I've installed fresh OpenXCom (latest milestone build: June 13, 2014), copied data files from fresh install of Steam X-Com: Ufo Defense/Enemy Unknown, unpacked Piratez into data (previously renaming original SoldierName folder), added files to Ruleset (but error is the same without them). About half second after game starts (black dos window) game crashes with above message. Any ideas?

Cheers,
Natt.

Offline Dioxine

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Re: [TOTAL CONVERSION] The Piratez Mod - 0.73
« Reply #271 on: July 06, 2014, 11:00:27 pm »
Crash:
No idea, sorry. And my mod doesn't change anything in the existing files, so if you're getting this error message even with my rulesets turned off, I'm probably not guilty :) Nightly builds have their odds and ends, try using 1.0, or wait for the next build.

Hand Crossbow:
A nice idea, but it can't replace the bow - simply because it'd be very strange if soldier's Strength value was added to CROSSBOW damage of all things :) And with the harpoon gun already in place, there's very little niche for it... Maybe a weaker, unlimited-ammo weapon... We'll see.

Tommygun:
True, there are many legendary firearms, and it always saddens me that harsh selection is required. The grease gun is both plain enough to be a good starting weapon and it works well as a weapon for Nazis and other scum like that. However, I'm not ruling the tommygun out (for the same reasons you've stated)... maybe as some higher-tier weapon.
Another problem with both ideas is somebody has to make graphics for them, and it requires time and effort :)

0.74 coming soon with several improvements.




niculinux

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Re: [TOTAL CONVERSION] The Piratez Mod - 0.73
« Reply #272 on: July 06, 2014, 11:13:14 pm »
Another problem with both ideas is somebody has to make graphics for them, and it requires time and effort :)

Hope somebody may wanto to help. I have not time and capabilities, but let's cross our fingers ;)

0.74 coming soon with several improvements.

Thanks! Hope it will be linux compatible, so one day i may finally try it! thanks again!!

Offline Nattfarinn

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Re: [TOTAL CONVERSION] The Piratez Mod - 0.73
« Reply #273 on: July 07, 2014, 12:04:08 am »
No idea, sorry. And my mod doesn't change anything in the existing files, so if you're getting this error message even with my rulesets turned off, I'm probably not guilty :) Nightly builds have their odds and ends, try using 1.0, or wait for the next build.
I'm using 1.0 right now, but regarding my problem you're obviously right. During Piratez unpacking I've replaced folders instead of merging them (so I've lost original data from ./Maps and such).

Now I have quite different problem running Piratez, but current one is tricky SIGSEGV (game works fine without rulesets). Eh... :)

Offline Nattfarinn

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Re: [TOTAL CONVERSION] The Piratez Mod - 0.73
« Reply #274 on: July 07, 2014, 02:35:23 pm »
Now I have quite different problem running Piratez, but current one is tricky SIGSEGV (game works fine without rulesets). Eh... :)

I've found what's causing the Segmentation Fault. It looks like OpenXCom has some issues with loading so many images (Piratez.rul extraSprites section). It works fine if I strip extraStripes section to around 1000 lines.

Not sure it's issue with OpenXCom in general or just Mac version of it. Very annoying.

Update: GNU debugger FTW! It's problem with SDL_image on Mac, and it's considered as feature not an issue. It loads PNG images as 32bit regardless of actual palette. It causes problem with memory addressing because OpenXCom expects 8bit palette but gets much more. :)
« Last Edit: July 08, 2014, 03:04:32 pm by Nattfarinn »

Offline Dioxine

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Re: [TOTAL CONVERSION] The Piratez Mod - 0.73
« Reply #275 on: July 08, 2014, 12:02:29 am »
Thankfully, I've never even seen a Mac with my own eyes, much less actually used it :P

0.74 is up in a few minutes...

Offline Dioxine

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Re: [TOTAL CONVERSION] The Piratez Mod - 0.74
« Reply #276 on: July 08, 2014, 06:44:12 pm »
Well, Tommygun is done, more or less, and it will be added in the next version:


niculinux

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Re: [TOTAL CONVERSION] The Piratez Mod - 0.74
« Reply #277 on: July 08, 2014, 09:31:32 pm »
Well, Tommygun is done, more or less, and it will be added in the next version:

Wow great thanks!! Lastly, will 0.75 be linux compatible? So then i may finally rest in peace xD

Edit: ah sry also it would be excelelnt if every now and then may get net lets play videos to showcase new addiction, features and updates ::P
« Last Edit: July 08, 2014, 09:36:44 pm by niculinux »

Offline Dioxine

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Re: [TOTAL CONVERSION] The Piratez Mod - 0.74
« Reply #278 on: July 08, 2014, 09:41:00 pm »
Ugh, to make it Linux-compatible, I need to find those few files that do not match their declared names, uppercase wise... any idea how to do it quickly?

niculinux

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Re: [TOTAL CONVERSION] The Piratez Mod - 0.74
« Reply #279 on: July 08, 2014, 09:54:50 pm »
Ugh, to make it Linux-compatible, I need to find those few files that do not match their declared names, uppercase wise... any idea how to do it quickly?

nice question! Since i on't use win since 2011 (!!) but at the same time i'm very incompetent in genera when it comes to computers, so i'd pass it to more experienced and able users, have mercy  :-[ :-[

maybe win functin search and replace?  :-[ :-[

Offline Solarius Scorch

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Re: [TOTAL CONVERSION] The Piratez Mod - 0.74
« Reply #280 on: July 08, 2014, 10:00:52 pm »
I don't know much about Linux, but OpenXCom tells you specifically which file is missing on launch. I can't believe this feature not working...

niculinux

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Re: [TOTAL CONVERSION] The Piratez Mod - 0.74
« Reply #281 on: July 08, 2014, 10:03:37 pm »
I don't know much about Linux, but OpenXCom tells you specifically which file is missing on launch. I can't believe this feature not working...

posted a cpule of screenshots some posts back in this thread ;)

Offline Solarius Scorch

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Re: [TOTAL CONVERSION] The Piratez Mod - 0.74
« Reply #282 on: July 08, 2014, 10:07:36 pm »
posted a cpule of screenshots some posts back in this thread ;)

Ah, this.
Try the IRC channel maybe? :)

niculinux

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Re: [TOTAL CONVERSION] The Piratez Mod - 0.74
« Reply #283 on: July 08, 2014, 10:10:59 pm »
Ah, this.
Try the IRC channel maybe? :)

ah sory, not screeshots to be precise, but only this: click

OK i'll pass by irc asap!
edit: sry screenshot actually were posted in another thread
« Last Edit: July 08, 2014, 10:18:17 pm by niculinux »

niculinux

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Re: [TOTAL CONVERSION] The Piratez Mod - 0.74
« Reply #284 on: July 08, 2014, 10:27:05 pm »
ok, SupSuper just suggested me on irc o try falko's modtester, here some results, obviously incomprensible for me:







edit: gotta unpack and compress mod in .zip file since  piratez comes shipped in .rar format :,(
please experienced soldiers, have a look ;) for details click on "more" right next to the report string

splitted into 3 screenshots...good night

« Last Edit: July 08, 2014, 10:30:18 pm by niculinux »