• New Horizons on Maelstrom
    Maelstrom New Horizons


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JRH quest

the storyline dialog files with the same name take precedence over the general ones
Done that now: the soldiers can always be bribed and the civilians always get scared and run away. (In WoodesRogers)
The quest exit from the Fort is written in my startstoryline.c so no interference with other things.
 
No internet for the next week. See you.
Good luck then!

My internet will be sporadic as well. Just moved houses and am now leaching the Wifi from my former roommate.
Didn't work so well even in HIS appartment; so now it's even more dodgy. :wp
 
Well, after many hours, many tries, much success and even more frustration I just finished the Woodes Rogers quest. At least I think so, because the "man with the bad accent" showed up.

My proudest moment: two chests, one with 3 cannonballs, one with 45. You can only carry one cannonball at a time. I figured I had to move them to one single chest. So I did move them. The 45 cannonballs. One. By. One. :modding

Anyway, I take my imaginary hat off to @Jack Rackham for the sheer amount of creativity it took to turn this sailing RPG into some sort of room escape game. The way you made creative use of the games possibilities, animations and mechanisms (which were never meant for such a purpose) is impressive, and often really funny. It wasn't easy. Sometimes, one has to think really far outside of the box and/or try several times. I want to be honest, I peeked at the walkththrough on several occasions. But I think a lot depends on the players attitude towards this kind of problem solving/escape room games. I really like those games, but tend to be too impatient and unwary sometimes to be really good at them.

The quest really pushes the boundaries of the game engine, but sometimes it is still hard to follow the mechanisms in detail or understand clearly what you're doing exactly, for example with the the distillery. In such cases one has to pay attention to every single step. Luckily the sound design and the quirky ad-libs often give further information about what's important and whether something worked or not. Generally, I think you get more and more a handle on the mechanisms of the riddles and how to approach things.

Besides the sound, the music in general is spot-on. There is a lot of new music which has the perfect "pirate puzzle" vibe and fits the game and this respective storyline wonderfully. Plus the bluesy track in the streets of Port Royale is fabulous. Of course my personal highlight was the underground pirate chapel, where Silehard is Held prisoner and where you can hear the main menu music from the 2001 Stronghold game. Besides PotC, Stronghold is with no doubt my number 2 nostalgia/still playing after 15 years game, therefore I'm a huge fan of this little crossover.

But I'm also a fan of weird, quirky, creepy-funny, whimsical stuff of all sorts, hence I loved the crossdressing Dave and that grotesque nightmare of a shopkeeper-turned-grandmother. And the weird baby sounds Caroline K does, is that simlish? Not to mention those 30-something pirates running around as hooded monks with Eyes Wide Shut masks and lots of other things and lots of real-life pirates and historical references turned into quirky stuff, like the constantly-insulting governor's crew (including William Dampier, one of my favourites since I got my first book about pirates) or the even weirder Charles Vane Crew (including even more pirates from that exact same book) or the comedy freakshow you get to hire at the end (your name is "Long Tall Sally"? You're SO hired!).

A funny, imaginative, challenging and bottom line a bit exhausting experience. Means I'm Looking forward to your other story, but first I need a break.

My next story: Bartolomeu o Portuguese (thanks copy paste!).
 
I am making a blade and want an effect to place when I hit nothing at all with it. Now that's easy if

1) you hit an enemy and make damage
2) or not
3) the enemy blocks

But in LAi_events.c there's no such case as if(Findedenemy==0), like for guns.

There's a sound played when hitting at nothing (or maybe always) "sword_wind" but I can't
the place in any file where it's played. Any ideas?
 
Might be handled through the engine.
But perhaps you can find whatever command is triggered when you press the "attack" button and link it to that?
 
I notice that some files from my latest upload not were included in the latest zip. It's
3 locatorfiles for FalasieDeFleur town01. I'll upload them again next time.
 
I want to switch my main character to 1:st person view via code but don't know how to do it. I've tried things in
locations_camera.c but no luck so far. Any ideas @Pieter Boelen? (who has been very active there at some point)
 
Thanks for those. I tried them and more combinations and can get to
locCameraCurMode = LOCCAMERA_FIRST; but it still doesn't change the view.

Also tried to make a new function bool locCameraFirst()
but there is no MSG_CAMERA_FIRST to use. (checked in messages.c)
MSG_CAMERA_FOLLOW and MSG_CAMERA_FREE exist in their functions.

I have to make something else happen instead.
 
Normally, it was "press tab twice" to get into first person, right?
That's why I wonder if there's any way of triggering it by calling the same function twice in a row.
Somehow.

But it does indeed look quite tricky...
 
But alpha maps don't work on characters, do they?
Or perhaps somebody changed that relatively recently.
I've got a faint memory of that...
 
Yes, @DeathDaisy did something to make alpha maps work on characters so that the hair on her new models would look better. I subsequently used one to improve the feather in the cap of one of my models - not as impressive a job as hers, all I did was retexture an existing model:
Screenshots thread

And @Jack Rackham used alpha maps to make talking heads for some models:
Talking Heads new method
 
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