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Author Topic: [TOTAL CONVERSION] The Piratez Mod - 0.9.j - 9 May - Holiday Edition  (Read 858205 times)

Offline Solarius Scorch

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Re: [TOTAL CONVERSION] The Piratez Mod - 0.86 - 3 Oct - DEEP ONES
« Reply #615 on: November 30, 2014, 12:19:33 pm »
hmm, tried to edit the piratez.rul to change the height, found it on the tamed_boomsaurus, but then it fails on a doom_hell_baron and can't find height on that one.
tried openxcom 1.0, starts, but crashes when clicking the new buildings in the piratez mod, the vault.
tried the oldest nightly I can find, 2014-11-16, fails with size too.
guess I'm stuck then :/

Try this one: https://openxcom.org/git_builds/openxcom_git_master_2014_11_17_1232.zip

Davoguha found it, it probably works fine.

Offline xaphias

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Re: [TOTAL CONVERSION] The Piratez Mod - 0.86 - 3 Oct - DEEP ONES
« Reply #616 on: November 30, 2014, 01:16:57 pm »
why would the 2014-11-17 version work, if the size restriction was added before the 2014-11-16 version that I tried?
tried that one too, fails on unit size limit.

Offline Solarius Scorch

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Re: [TOTAL CONVERSION] The Piratez Mod - 0.86 - 3 Oct - DEEP ONES
« Reply #617 on: November 30, 2014, 01:21:34 pm »
why would the 2014-11-17 version work, if the size restriction was added before the 2014-11-16 version that I tried?

Dude, no idea what was changed when, it was a blind shot. :P This one certainly was from before the terrain changes, so at least it does this.
As for the unit height, I guess we'll have to wait for an update.

Offline xaphias

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Re: [TOTAL CONVERSION] The Piratez Mod - 0.86 - 3 Oct - DEEP ONES
« Reply #618 on: November 30, 2014, 10:44:35 pm »
ya sorry if I sounded rude, was just wondering if I was missing something.

Offline Solarius Scorch

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Re: [TOTAL CONVERSION] The Piratez Mod - 0.86 - 3 Oct - DEEP ONES
« Reply #619 on: December 01, 2014, 02:52:35 am »
ya sorry if I sounded rude, was just wondering if I was missing something.

No worries, it didn't sound rude or anything. :)

Offline DragooKnight

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Re: [TOTAL CONVERSION] The Piratez Mod - 0.86 - 3 Oct - DEEP ONES
« Reply #620 on: December 02, 2014, 01:50:52 am »
hmm, tried to edit the piratez.rul to change the height, found it on the tamed_boomsaurus, but then it fails on a doom_hell_baron and can't find height on that one.
tried openxcom 1.0, starts, but crashes when clicking the new buildings in the piratez mod, the vault.
tried the oldest nightly I can find, 2014-11-16, fails with size too.
guess I'm stuck then :/
Try the factions file, also unit height is a mix of standheight and floatheight, so it has to be equal to or less than 25

I use a copy of visual C++ to modify stuff this stuff, I just search for standHeight: and check to make sure everything is =25< and check to see if it has floatheight and calculate that.

Also if anyone (especially the dev) has a copy of the nightly posted around the latest version of Piratez, it would be much appreciated.

Offline xaphias

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Re: [TOTAL CONVERSION] The Piratez Mod - 0.86 - 3 Oct - DEEP ONES
« Reply #621 on: December 02, 2014, 12:52:15 pm »
Thanx man, I changed all the values to 25 or a sum of 25 when they can float, and voila the game started, lets hope it doesn't crash, I'm running on nightly build 2014-11-17 I think.

thanx again :)

Offline xaphias

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Re: [TOTAL CONVERSION] The Piratez Mod - 0.86 - 3 Oct - DEEP ONES
« Reply #622 on: December 02, 2014, 10:09:56 pm »
DragooKnight, I was searching for a nightly build around there too, and got a reply, check this thread out
https://openxcom.org/forum/index.php?topic=3177.0

Offline xaphias

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Re: [TOTAL CONVERSION] The Piratez Mod - 0.86 - 3 Oct - DEEP ONES
« Reply #623 on: December 04, 2014, 10:46:27 pm »
I seem to have run into a bug, finishing research on Minigun crashes the game, no error code. just windows notification that openxcom.exe crashed.

openxcom git version 2014-12-02 1020 & openxcom_git_master_2014_10_04_1449, and piratez 0.861

anyone have any ideas?

Offline TaxxiDriver

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Re: [TOTAL CONVERSION] The Piratez Mod - 0.86 - 3 Oct - DEEP ONES
« Reply #624 on: December 07, 2014, 01:44:26 pm »
I think I have fixed the Mining Ship! I just deleted those every light-green nodes in the MapView and it seems to work perfectly fine: I've just finished a battle with a medium scout ship.

And I love the ship so hard, man :)

Offline Ran

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Re: [TOTAL CONVERSION] The Piratez Mod - 0.86 - 3 Oct - DEEP ONES
« Reply #625 on: January 13, 2015, 12:21:24 am »
Is Dioxine still around?
Would be a shame to let this great mod go to waste.

Offline Hobbes

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Re: [TOTAL CONVERSION] The Piratez Mod - 0.86 - 3 Oct - DEEP ONES
« Reply #626 on: January 13, 2015, 01:39:52 am »
Is Dioxine still around?
Would be a shame to let this great mod go to waste.

Try sending a private message. I did it about a month ago to ask him a few questions and he replied but he said that he was very busy.

Offline Solarius Scorch

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Re: [TOTAL CONVERSION] The Piratez Mod - 0.86 - 3 Oct - DEEP ONES
« Reply #627 on: February 24, 2015, 11:55:59 pm »
I seem to have run into a bug, finishing research on Minigun crashes the game, no error code. just windows notification that openxcom.exe crashed.

openxcom git version 2014-12-02 1020 & openxcom_git_master_2014_10_04_1449, and piratez 0.861

anyone have any ideas?

AFAIK it's a known bug and will be fixed by Dioxine in the next release.

Offline Dioxine

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Re: [TOTAL CONVERSION] The Piratez Mod - 0.87 - 25 Feb - THE ZEPPELINS
« Reply #628 on: February 25, 2015, 11:54:42 pm »
From the hell's heart... there is an update :) And it delivers some major new stuff - for starters, three ships that can be built or bought straight away, and change the flow of the game in a major way - depending on your choices. The Pachyderm allows to exchange the power of Bonaventura for speed and loads of starting money. The Zeppelin is basically a mobile radar station that lets you manage much more area from just a single base. And for the real men, there is the Pigeon, a propeller plane with 9 crew and a great radar... and 300 knots top speed :)

Secondly, the Hobbes' terrain is now fully integrated, the package has all the map files you need. I've decided that having to install another mod (and in a proper version at that) was just too much hassle for the player, while Pirates are much less fun without these extra maps (especially Pogroms... you shouldn't be seeing clean and nice suburbia that often, much less every time). Just be sure to make backups of your original files.

Other than that, many bugfixes and updates to allow the mod to run with the latest nightlies. Thanks for continuing support, have fun, and comment! I'm back in business.

Below: the Pachyderm Pedia, same one on the base, and the awesome Pigeon (which is refubrished Redv's E3 Hawkeye).


Offline Mr. Quiet

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Re: [TOTAL CONVERSION] The Piratez Mod - 0.87 - 25 Feb - THE ZEPPELINS
« Reply #629 on: February 26, 2015, 12:45:34 am »
Laughing so hard at the description, I love it! I speak for everyone here, we missed you Dioxine!