Author Topic: [TOTAL CONVERSION] The Piratez Mod - 0.9.j - 9 May - Holiday Edition  (Read 749979 times)

Offline ivandogovich

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Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.e - 15 Apr - Poisons
« Reply #1005 on: April 15, 2015, 03:06:00 pm »
That's exciting. I wonder, if it's cool with you (and cool in itself), maybe it could be added to the mod? I agree vanilla music is not as fitting as it should be.

Yeah, that is one of the things I'm not sure about legally.  All the music I'm using, I downloaded from SoundCloud.   I'd feel comfortable packaging it and uploading it to the mod site with explicit permission from the artist(s), but I don't know how hard that would be to get.  I also don't know if I'm being overly paranoid.   Because this is a mod to an opensource game, it isn't really commercial re-use, so it maybe acceptable.  I just don't know all the legalities of it enough.

Offline clownagent

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Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.e - 15 Apr - Poisons
« Reply #1006 on: April 15, 2015, 09:51:11 pm »
I use a small name list with some exotic pirate names in addition to the original list. Maybe someone wants to use it.

I think there are no doubles with the original List.

 

Offline Dioxine

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Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.e - 15 Apr - Poisons
« Reply #1007 on: April 16, 2015, 01:26:40 am »
I use a small name list with some exotic pirate names in addition to the original list. Maybe someone wants to use it.

I think there are no doubles with the original List.

 

Are you kidding? I'm pulling it into the main list pronto, and you into the credits! Great stuff & thanks! :)

Offline ivandogovich

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Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.e - 15 Apr - Poisons
« Reply #1008 on: April 16, 2015, 04:00:13 pm »
WAD?  I just setup 9.e.  And scanned the BootyPedia.

I saw the TacVest in the list.  In a previous version, this did not show up until after I had researched armor parts.  So is the knowledge now available from the start?

Cheers, Ivan :D

Offline Dioxine

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Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.e - 15 Apr - Poisons
« Reply #1009 on: April 16, 2015, 04:45:35 pm »
I'm pretty sure it showed up... if not, it should have, since you could always buy them from day 1, $25k apiece. Research just allows you to manufacture them at a much lower cost (and opens up the "green-blue" armor route)

Offline cjones

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Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.e - 15 Apr - Poisons
« Reply #1010 on: April 17, 2015, 05:50:25 pm »
Hey, im about to try .9e and was hoping someone could recommended a nightly that is still available for this?  I see it says mar 31st but oldest nightly I see in downloads is april 3rd.  Does anyone know if newer nightly is compatible or have a link to the older nightly as recommended for this mod?

Thanks so much, cant wait to try the new piratez. 

Keep up the GREAT work dioxine!

Offline ivandogovich

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Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.e - 15 Apr - Poisons
« Reply #1011 on: April 17, 2015, 06:02:31 pm »
Hey, im about to try .9e and was hoping someone could recommended a nightly that is still available for this?  I see it says mar 31st but oldest nightly I see in downloads is april 3rd.  Does anyone know if newer nightly is compatible or have a link to the older nightly as recommended for this mod?

Thanks so much, cant wait to try the new piratez. 

Keep up the GREAT work dioxine!

I'm running April 7th nightly with no trouble so far. :)

Offline Roxis231

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 Dioxine, I've got some more Helmet-less Inventory Images for you, this time Body's 26 and 35

As before feel free to add them to the mod

To install them, just unzip them into data\Resources\Piratez\Body_26 or Body_35

Still working on two others.

Offline Dioxine

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Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.e - 15 Apr - Poisons
« Reply #1013 on: April 18, 2015, 08:47:57 am »
Nicely done, I'll be definitely adding them as 'Alternate Armor' :)

Offline Roxis231

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Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.e - 15 Apr - Poisons
« Reply #1014 on: April 18, 2015, 09:28:32 am »
Thanks Dioxine.

If you could please possably send me the base files from which you made the inventory images, it might help with the changes to the last two - the helmeted tack armour and the Xeno armour.

Offline GratuitousLurking

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Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.e - 15 Apr - Poisons
« Reply #1015 on: April 18, 2015, 10:36:55 am »
Anyone got the link for the required Nightly? I tried it in Vanilla and one of the packs didn't install correctly so I didn't try it :S

Offline Dioxine

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Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.e - 15 Apr - Poisons
« Reply #1016 on: April 18, 2015, 10:43:05 am »
@Roxis
Hmm actually I don't have them, I'm not this orderly :) I only have "empty" armor sprites which I use to apply on an unclothed doll, but I don't know how much helpful it'd be.

@GratuitousLurking
Just use the latest one, it should work (Openxcom.org -> Downloads -> Nightlies) - I think Ivan was using 12 April Nightly with no problems.
These problems will end soon, as I'll be moving onto OXCom Extended so the .exe will be contained within the mod itself :P


Offline Roxis231

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Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.e - 15 Apr - Poisons
« Reply #1017 on: April 18, 2015, 10:59:57 am »
Hmm actually I don't have them, I'm not this orderly :) I only have "empty" armor sprites which I use to apply on an unclothed doll, but I don't know how much helpful it'd be.

Actually that might just be what I need, even if their not what I think they are.  Can you PM or Email them to me please.  I'll be on line for the next hour or so, other wise I'll pick them up tomorow morning.

Offline Dioxine

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Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.e - 15 Apr - Poisons
« Reply #1018 on: April 18, 2015, 11:11:14 am »
I couldn't get these to attach files, so I'll just put the stuff here (and the doll itself will be posted tomorrow, when I have the time to make SFW version - it'd help to make a version of it with bent arm, so it wouldn't be neccessary to do this all over again for each helmeted armor):

Offline clownagent

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Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.e - 15 Apr - Poisons
« Reply #1019 on: April 18, 2015, 11:26:54 am »
Small question:

With the newest version I never retrieve any nuclear fuel from any UFO, no matter how many intact ship engines are present.

Is this intended?
And if yes, how can it be changed in the ruleset or maps?