Good afternoon! Now I and a small team actively removes the errors of the original version of the game. I want to publish some edits separately.
So here lies a small patch. Let's start with the resources of the game, and in the end I will give a couple of script adjustments.
All resourse fix in MEGA
1) On the beach of Bath, which is on Nevis, a levitating object was discovered! The locator of his appearance was down to earth.
2) In the Gulf of San Juan del Norte, gold disappeared next to the chests. Also in this bay you can now meet smugglers. Added locators and chests needed for smugglers.
3) In the bay of Amatika, on Maine, a permeable boulder was discovered, which did not block the way to the chest in a secluded place on the shore (if viewed from the sea to the left). It was penetrated to the right, where there is absolutely no place between the rock and its edge. However, for the operator who sawed this location, this, probably, is perfectly normal. Although, most likely, he again checked everything badly. The patch of the walk was fixed. In addition: it is unclear why the added gray chest, before leaving the location, now you can search. And in an empty trunk, in a grotto, now not gold coins (entourage whim of a maper), but garbage. Which is more logical, is not it?
4) At the Port Royal harbor, on the island of Jamaica, you can get to a secret place: if you break straight into the rock that is to the left of the entrance to the location, if you look at the lighthouse, you find yourself in a quiet place, having absolute relaxation, spiritual and physical . The hero "flies over the sea," in front of the fence, in front of a couple of beds with flying grass. And if it's easier - then you have another shoal maper, who did not check the location before handing over his work.
5) For the city of Maracaibo, absent lighting is provided: night1.
6) Minor corrections of the texture of the vet and the houses of moneylenders.
7) In the bay of Scarborough, on the island of Tobago, in the grotto lay some unprivileged treasures: chests with gold and jewels. One "BUT": all these chests - just something like an entourage additive and do not carry a special meaning. However, some, including myself, like this beauty breaks down and upsets its illogicality. If you have similar feelings - replace gold with garbage. There is no treasure here - it was taken out a long time ago. Put this fair fix. Also in this location you can also meet with the contradists.
8) In the city of Porto Bello added missing locators for officers near the city gate.
9) In St. John, that on Antigua appeared another street vendor.
10) In the bay with the remains of the ship missing missing locators for officers. From the sea.
Program fix:
// This edit has a long history. Briefly: my friend was during a storm on Tortuga and when he descended into the underground of the city: he saw that the location was not the right light. Many dungeons, grottoes and prisons have only light "evening 23". This editing of the code should correct the lighting in such locations during a storm.
File: \Program\Weather\WhrWeather.c
string Whr_GetRainyLightningPath()
{
if(CheckAttribute(&Locations[curLocIdx], "QuestlockWeather"))
{
string WeatherLoc = Locations[curLocIdx].QuestlockWeather;
string Weatherlight = Weathers[FindWeather(WeatherLoc)].Lighting;
return Weatherlight;
}
return "storm1";
}
File: \Program\globals.c
int EventReturn_isGrassLightsOn() /// Fix the glow of the grass
{
// trace("EventReturn_isGrassLightsOn"); это я перевел на 1 раз за все время создания травы
// 1 - светится, 0 - темная
if(CheckAttribute(&WeatherParams, "Rain") && sti(WeatherParams.Rain))
{
return 0;
}
if (bSeaActive || bStorm || bTornado)
{
return 0;
}
if (GetHour() >= 9 && GetHour() <= 18)
{
return 1;
}
return 0;
}
File: \Program\locations\init\Trinidad.c
locations[n].id = "Shore59";
locations[n].id.label = "Shore59";
locations[n].filespath.models = "locations\Outside\Shores\Grotto";
locations[n].image = "loading\outside\harbor3.tga";
//Sound
locations[n].type = "seashore"; //Fix sound, music and contraband
locations[n].islandId = "Trinidad";
So here lies a small patch. Let's start with the resources of the game, and in the end I will give a couple of script adjustments.
All resourse fix in MEGA
1) On the beach of Bath, which is on Nevis, a levitating object was discovered! The locator of his appearance was down to earth.
2) In the Gulf of San Juan del Norte, gold disappeared next to the chests. Also in this bay you can now meet smugglers. Added locators and chests needed for smugglers.
3) In the bay of Amatika, on Maine, a permeable boulder was discovered, which did not block the way to the chest in a secluded place on the shore (if viewed from the sea to the left). It was penetrated to the right, where there is absolutely no place between the rock and its edge. However, for the operator who sawed this location, this, probably, is perfectly normal. Although, most likely, he again checked everything badly. The patch of the walk was fixed. In addition: it is unclear why the added gray chest, before leaving the location, now you can search. And in an empty trunk, in a grotto, now not gold coins (entourage whim of a maper), but garbage. Which is more logical, is not it?
4) At the Port Royal harbor, on the island of Jamaica, you can get to a secret place: if you break straight into the rock that is to the left of the entrance to the location, if you look at the lighthouse, you find yourself in a quiet place, having absolute relaxation, spiritual and physical . The hero "flies over the sea," in front of the fence, in front of a couple of beds with flying grass. And if it's easier - then you have another shoal maper, who did not check the location before handing over his work.
5) For the city of Maracaibo, absent lighting is provided: night1.
6) Minor corrections of the texture of the vet and the houses of moneylenders.
7) In the bay of Scarborough, on the island of Tobago, in the grotto lay some unprivileged treasures: chests with gold and jewels. One "BUT": all these chests - just something like an entourage additive and do not carry a special meaning. However, some, including myself, like this beauty breaks down and upsets its illogicality. If you have similar feelings - replace gold with garbage. There is no treasure here - it was taken out a long time ago. Put this fair fix. Also in this location you can also meet with the contradists.
8) In the city of Porto Bello added missing locators for officers near the city gate.
9) In St. John, that on Antigua appeared another street vendor.
10) In the bay with the remains of the ship missing missing locators for officers. From the sea.
Program fix:
// This edit has a long history. Briefly: my friend was during a storm on Tortuga and when he descended into the underground of the city: he saw that the location was not the right light. Many dungeons, grottoes and prisons have only light "evening 23". This editing of the code should correct the lighting in such locations during a storm.
File: \Program\Weather\WhrWeather.c
string Whr_GetRainyLightningPath()
{
if(CheckAttribute(&Locations[curLocIdx], "QuestlockWeather"))
{
string WeatherLoc = Locations[curLocIdx].QuestlockWeather;
string Weatherlight = Weathers[FindWeather(WeatherLoc)].Lighting;
return Weatherlight;
}
return "storm1";
}
File: \Program\globals.c
int EventReturn_isGrassLightsOn() /// Fix the glow of the grass
{
// trace("EventReturn_isGrassLightsOn"); это я перевел на 1 раз за все время создания травы
// 1 - светится, 0 - темная
if(CheckAttribute(&WeatherParams, "Rain") && sti(WeatherParams.Rain))
{
return 0;
}
if (bSeaActive || bStorm || bTornado)
{
return 0;
}
if (GetHour() >= 9 && GetHour() <= 18)
{
return 1;
}
return 0;
}
File: \Program\locations\init\Trinidad.c
locations[n].id = "Shore59";
locations[n].id.label = "Shore59";
locations[n].filespath.models = "locations\Outside\Shores\Grotto";
locations[n].image = "loading\outside\harbor3.tga";
//Sound
locations[n].type = "seashore"; //Fix sound, music and contraband
locations[n].islandId = "Trinidad";