• New Horizons on Maelstrom
    Maelstrom New Horizons


    Visit our website www.piratehorizons.com to quickly find download links for the newest versions of our New Horizons mods Beyond New Horizons and Maelstrom New Horizons!

Ladies and Gentlemen... My proudest moment.

What kind of fish weapon should this be?

  • Poisonous porcupine fish

    Votes: 0 0.0%
  • Smelly old dead fish

    Votes: 0 0.0%

  • Total voters
    0
Urgh... <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/modding.gif" style="vertical-align:middle" emoid=":modding" border="0" alt="modding.gif" /> I had a lot of trouble with that when I was making my Fred Bob Quest... Each dialog has to lead into another, or it won't continue. This means heavy editing of quests_reaction.c - take a look at the end of the file where I have the Danielle/Clement fix:

<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->  case "Story_Take_Clement_Home":

     LAi_SetActorType(characterFromID("Researcher"));

     LAi_ActorWaitDialog(Pchar, characterFromID("Researcher"));

     LAi_ActorDialog(characterFromID("Researcher"), Pchar, "", 8.0, 1.0);

     Characters[GetCharacterIndex("Researcher")].Dialog.CurrentNode = "Home_again";

 break;<!--c2--></div><!--ec2-->That should help you see how it works. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/onya.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="onya.gif" />
 
ekh... I can't pay attention to any single modding task for too long; I've got to flit around or I go mad. Bonkers I tell you. And so I dunno when my potential large quests will be done, but meanwhile I feel like doing a few smaller ones, just so I can hand in a few finished products.

I thought my problem had to do with the dialog node, anyway... but even copying examples for other dialogs I get nixed.

...Yeah, I'll show you "can't load dialog file assigned to me." *shakes fist at game*
 
<!--`QuoteBegin-alan_smithee`+--><div class='quotetop'>QUOTE(alan_smithee)</div><div class='quotemain'><!--QuoteEBegin-->...Yeah, I'll show you "can't load dialog file assigned to me." *shakes fist at game*[/quote] <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/laugh.gif" style="vertical-align:middle" emoid="xD:" border="0" alt="laugh.gif" /> Yep... Maybe I need to rework this smiley <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/modding.gif" style="vertical-align:middle" emoid=":modding" border="0" alt="modding.gif" /> and make the pirate <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/slap.gif" style="vertical-align:middle" emoid=":slap" border="0" alt="slap.gif" /> smack his computer! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/laugh.gif" style="vertical-align:middle" emoid="xD:" border="0" alt="laugh.gif" />

A lot of times those dialog errors are due to an undefined reference command like "Diag" or "Dialog" <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/rolleyes.gif" style="vertical-align:middle" emoid=":rolleyes:" border="0" alt="rolleyes.gif" /> <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/tongue.gif" style="vertical-align:middle" emoid=":blah:" border="0" alt="tongue.gif" /> WHY these can't be globally the same is beyond me... <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/dunno.gif" style="vertical-align:middle" emoid=":shrug" border="0" alt="dunno.gif" /> I guess that's what happens when you have more than one person coding. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/yes.gif" style="vertical-align:middle" emoid=":yes" border="0" alt="yes.gif" /> <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/par-ty.gif" style="vertical-align:middle" emoid=":cheers" border="0" alt="par-ty.gif" />
 
That's a little thing to try, I guess... I once had an error because my file wanted "d.text" and I was copying from a file that said "dialog.text". Or `vice-versa`. Shall we blame Disney or those Krazy Ivans who can't be trusted with a space station without letting it plummet into the ocean?
 
Maybe the dialogfilename ? I often spend hours searching for such typos, or a missing dot.
But my favourite one is copying code from other files and forgetting to change the variablenames <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" />
 
I dropped that dialog for now and picked up another... and what I get with this new one is that it used to work, but then i kept adding to it and it decided not to work... the modhelper won't even generate an error report and tell me what's wrong. Near as I can tell I've done absolutely nothing wrong to it. But the changes included some text pasted from a website... I think someone once mentioned something that phantom characters that creep into a text file and spoil the works?

(This dialog is for my first of a few small quests bringing a bit of history into the game... in this case, a `Canadien-Francaise` trappeur from the late 17th century. He'll fill you in on the latest developments on `Nouvelle-France`, after trying to sell you a hot smelly beaver pelt.)

<img src="http://img.photobucket.com/albums/v251/alan_smithee/canadian.jpg" border="0" class="linked-image" />

I mentioned Newton elsewhere, and for some reason Inez says she really digs him, so I'll give Clement a playmate sometime.

----

And now re: my own character init file... I tried before, and it didn't work, making a new one like NK's file... I thought I referenced it in the same places and in the same way in outside files, but no dice. I've also tried the instructions in the wiki for a new character file, but I get a C error that says I left out a ), even though I did not leave out a ) ...
 
Now how did you make THIS one ? I don't recognize any of the original game characters in him !
 
He's a priest, that assistant to the one with the incriminating letters, I think! Always liked that model's face, nice beard and hair.

Alan, make sure the ModHelper error report box is checked in the Settings tab... That happened to me the other day, it just unchecked itself and there were no more error reports. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/mybad.gif" style="vertical-align:middle" emoid=":facepalm" border="0" alt="mybad.gif" />

Re: Newton - Check this out, I was playing last night with Clement's model -

`pg-res1`.jpg
`pg-res2`.jpg


I think this could be `re-skinned` to make a good companion to Clement! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" />
 
I used that weasely Portugese governor head to create a Vincent Price character. I'll post a picture soon. The head floats a bit above the body I chose (man6), but oh well. He'll offer to pay you a lot of money to spend the night in a crazy haunted mansion where the doors don't follow a linear pattern.

The body for the trapper is Silehard, and you're right about the head. The face is Pete Postlewait, because I liked "The Usual Suspects" but couldn't think of anywhere else to use him.

I don't know what Newton looked like. I shall have to do some research.
 
<!--`QuoteBegin-alan_smithee`+--><div class='quotetop'>QUOTE(alan_smithee)</div><div class='quotemain'><!--QuoteEBegin-->I don't know what Newton looked like. I shall have to do some research.[/quote]
<a href="http://`www-gap`.dcs.`st-and`.ac.uk/~history/Mathematicians/Newton.html" target="_blank">http://`www-gap`.dcs.`st-and&#...ans/Newton.html</a>

Oh, and I love the idea of the haunted mansion!
 
Women tend to go for what's inside the package, not the wrapping... <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/huhh.gif" style="vertical-align:middle" emoid=":eek:k" border="0" alt="huhh.gif" /> <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/laugh.gif" style="vertical-align:middle" emoid="xD:" border="0" alt="laugh.gif" />
 
Ha, oh man, look at that hair when he was younger... what a hippie. He'll be around 50 in 1690... do I have to use white hair or can I make him look like some kind of Greek god?

Reading his bio he seemed to be a very cranky fellow. That will be fun to write.

Here's Vincent Price, proprieter, naturally, of the haunted mansion.

<img src="http://img.photobucket.com/albums/v251/alan_smithee/price.jpg" border="0" class="linked-image" />
 
I don't mind a greek god, but a hippie with white hair sounds good, too. Though most people know him from their physics textbooks with that big wig - so if you want him to be recognized that would be the way to go. And with a wig, the color is of no importance anyway (I guess they used to be white?)

I don't know who Vincent Price is or why he's naturally the proprieter of the haunted mansion (except that he looks like it) , but the character is fantastic. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/icon_praise.gif" style="vertical-align:middle" emoid=":bow" border="0" alt="icon_praise.gif" />
 
Price is a classic horror actor... he did a version of Poe's "The Raven," though I admit I haven't seen it... Um, he was the mad scientist in the beginning of Edward Scissorhands, I think his last film... And he's sort of a recurring character on Simpsons, the guy with the squinty eyes who keeps going, "yeeees!" He really did sound kind of like that. Man, I wish I could put a sound clip into the game...
 
Heh, Vincent looks "exxxxxxxxxxxxcellent", Smithers! ...err... Smithee! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/icon_wink.gif" style="vertical-align:middle" emoid=";)" border="0" alt="icon_wink.gif" /> <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/laugh.gif" style="vertical-align:middle" emoid="xD:" border="0" alt="laugh.gif" /> <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/onya.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="onya.gif" />

All this talk about hippies with white hair got me thinking about Timothy Leary... <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/rolleyes.gif" style="vertical-align:middle" emoid=":rolleyes:" border="0" alt="rolleyes.gif" /> <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/laugh.gif" style="vertical-align:middle" emoid="xD:" border="0" alt="laugh.gif" /> <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" /> Not sure why... <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/icon_wink.gif" style="vertical-align:middle" emoid=";)" border="0" alt="icon_wink.gif" /> <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/bookish.gif" style="vertical-align:middle" emoid=":mm" border="0" alt="bookish.gif" /> <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/laugh.gif" style="vertical-align:middle" emoid="xD:" border="0" alt="laugh.gif" />
 
I did the Baldwyn Coffier quest yesterday and realized, unless I'm missing something, how utterly useless the guy is. After you hire him for vast sums of money, the only dialog option is to say you mistook him for someone else. I thought it'd make perfect sense for your purser to be able to divide your plunder, so you don't have to see a loanshark... but when I tried plugging that dialog option in, I got hella errors. So I gave up. Anyone else want to try?
 
<img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/poet.gif" style="vertical-align:middle" emoid=":hmm" border="0" alt="poet.gif" /> Good idea, Alan! Too busy to mess with it myself, but that is a GREAT idea! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/onya.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="onya.gif" /> He is kinda useless, I agree... <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/urgh.gif" style="vertical-align:middle" emoid=":urgh" border="0" alt="urgh.gif" /> I usually put him on a ship as a second officer and drop him at a shipyard somewhere. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/diomed.gif" style="vertical-align:middle" emoid=":dio" border="0" alt="diomed.gif" />
 
Some more ideas have occured to me... maybe someone else can better think of how they might be done.

1) Since I'd still like an even stronger "life at sea" aspect, how about an extra aspect of the boarding feature that would allow you to enter some ally's ship, like meet in his cabin, maybe for the same sorts of conversation or hints as random meetings in towns. For instance, he'd simply tell an anecdote (these are in no short supply and I'm sure some founds would enjoy researching them), maybe you could trade needed items between ships (exchange some food for cannonballs, for instance), or maybe he could say "you know, I passed a pirate fleet on my way here..." and it would generate a sink pirate quest in the area.

Or maybe I just want to turn the game into Oregon Trail...

2) The code for locking chests could probably be applied to doors as well... I haven't looked at it yet but it makes sense to me... but that would probably be applied universally and exceptions would have to be made. Would these be done in the code or by perhaps making a special kind of label in the location files for reload locators, anyone know? Like, if a reload has a certain name or locator type, it would be a locked door, requiring some picking.
 
Oh, and Cat, here's "The Keep" on "Roche de la Donjon" (someone please correct my "French"), offshore at Falaise de Fleur's other islet half.

<img src="http://img.photobucket.com/albums/v251/alan_smithee/thekeep.jpg" border="0" class="linked-image" />

I've already made the location itself and some `musketeer-eque` characters to fight there... eventually it'll be part of my spys galore `quest-in`-progress.
 
Back
Top