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Mod Release Build 14 Beta 4.1 WIP [Last Update: 31 August 2017]

Discussion in 'POTC Build Mod' started by Pieter Boelen, Apr 17, 2016.

  1. LarryHookins

    LarryHookins Buccaneer Staff Member Storm Modder

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    Tingyun made some changes to the winds that pretty much screwed them almost to oblivion. The second time I had winds shift 180 degrees I took that entire code out and replaced the wind direction with my RandNorm function (produces normalized random numbers given mean and standard deviation). He had some ideas for trade winds but didn't seem to ever get them implemented.

    I can give you reasonably predictable but still variable trade winds, and in fact I'm using a version of that in the sailing simulator I'm playing (Virtual Sailor's successor, VSF or Vehicle Simulation Framework). It started off rolling dice and eventually became a JavaScript program and the latest version allows prevailing winds from any direction. That could easily be adapted to Storm script.

    There is a problem in that if you don't have almost totally random winds near ports, you will have situations at some ports where you won't be able to sail either in or out depending on the direction the port faces. There's no room to tack even on a good ship. There is a function in my direct sail code to determine the distance from the nearest port, and if you are close enough to one, randomize the wind. I don't know if any of this new code has been included in the mod.

    There is also a problem that the winds are blowing generally from the east, and no one is going to want to sail to the western islands because it will be a major pain to get back. Less problem for those who don't use direct sail as they use the world map. Some of us prefer to sail on deck all the time.

    Hook
     
  2. Pieter Boelen

    Pieter Boelen (Not So) Old Seadog Staff Member Administrator Storm Modder Hearts of Oak Donator

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    I wish! But I haven't had the chance to do it and nobody else did either. :(
     
  3. LarryHookins

    LarryHookins Buccaneer Staff Member Storm Modder

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    To make it clear, the current function finds the distance to the nearest landfall. It does not randomize the wind. You do that yourself if the landfall is close enough. It has some obscure name like FindClosestLandfall().

    The RandNorm() function has been in the game for almost a decade. I originally wrote it to produce a better "scatter diagram" for broadsides and ended up using it for several other things. It's the standard "bell curve". I don't think anyone else ever used it for anything.

    If anyone is interested in looking at my trade winds code, I can publish it here. It's a standard html file. My first look at JavaScript and it only took a few minutes to start modifying the original code, which was a calculator tutorial.

    Hook
     
    Pieter Boelen likes this.
  4. Grey Roger

    Grey Roger Sea Dog Staff Member Storm Modder

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    Assuming basic checks of what I've done to FreePlay's "StartStoryline.c" don't show any problems, I hope to upload a new version of the update archive tomorrow. This will include @Hylie Pistof's new "Neptunus" variants, as well as @DeathDaisy's revised dialogs and new character.
     
  5. Grey Roger

    Grey Roger Sea Dog Staff Member Storm Modder

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    The new version of the update archive is now in place:
    http://piratesahoy.bowengames.com/potc/Grey Roger/post_August31_fixes.zip

    Several changes this month, including the above-mentioned new ships, dialogs and character. Also, in FreePlay, several wars throughout history are depicted by changes in international relations programmed into "StartStoryline.c". The War of the League of Augsburg was already there; now the Franco-Dutch War, the War of Spanish Succession and the Thirty Years War, among several others, are included.

    A toggle in "InternalSettings.h" can be set to allow Sweden to enter the Caribbean. You can play as a Swedish character and you may meet Swedish ships.
     
  6. DeathDaisy

    DeathDaisy Sailor

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    Nice work! thanks for putting in the time! :beer: :bow

    I looked through it with WinMerge to merge with some of my personal changes and because I was curious, and I found a thing in stunned_dialog that gets weird. " This #sson# of a whore didn't seem a strong #sgender#..." was in my file
    " This #sson#whore didn't seem a strong #sgender#...".

    #sson# in the .c file is
    Code:
                       string Whore;
                       if(PChar.sex == "woman")
                           Whore = "";
                       else
                           Whore = "son of ";
                       string addString = DLG_TEXT[14];
                       Preprocessor_Add("son", Whore);
    
    (I even spelled "son of " wrong, shouldve been "son of a " :facepalm) which means it becomes "This of a whore" or "This son of of a whore". "daughter of a whore", while maybe a more unusual thing to say, is actually a less offensive alternative than what I was going for and easier to translate than the hardcoded english, so it's not a bad change. I'll upload a version with Preprocessor_Add("son", GetCharacterAddressForm(PChar, ADDR_CHILD, false, false)); instead if you wanna use that xD

    And in diego cordoba_dialog there's a thing that's less of an issue and might be a file I changed and forgot to update or if it's a post-Daisy change, but
    Code:
    "I understand, alright. You are both a pirate AND a stupid #sgender#. Did you really think I would come here on my own? Guards! Kill this #sgender#!",
    is in my file
    Code:
    "I understand, alright. You are both a pirate AND a stupid #sinsult#. Did you really think I would come here on my own? Guards! Kill this #sgender#!",
    where #sinsult# is either bastard or trollop depending on gender, which gives the dialog a bit more color in my mind :p not a big deal, but uploading those anyway just in case :checklist

    But anyway, nice and meaty update :doff
     

    Attached Files:

  7. Grey Roger

    Grey Roger Sea Dog Staff Member Storm Modder

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    Yes, I originally used WinMerge to scan all the "dialog.h" files to see what had changed, but initially assumed that you'd written the corresponding "dialog.c" files to correctly fill in the preprocessed variables. #sson# looked as though it should be "son" or "daughter", in which case "This son/daughter whore..." made no sense, whereas "This son/daughter of a whore..." did.
    Beaten you to it. See attached. xD

    The original version calls you "a stupid man". I felt it better to keep as close as possible to the original but replace "man" with "woman" if necessary.
     

    Attached Files:

  8. DeathDaisy

    DeathDaisy Sailor

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    yeah, I realize I chose a very unfortunate name for that. I have terrible organizing habits. :p half of my potc texture projects are in my Sims 3 project folder

    That's fair :onya
     
  9. Grey Roger

    Grey Roger Sea Dog Staff Member Storm Modder

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    Corrected version of the update now uploaded with "stunned_dialog.c" modified. As a bonus, the War of 1812 is now included in the FreePlay setup.
     
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  10. Mad Jack Wolfe

    Mad Jack Wolfe Sailor Apprentice

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    I took the liberty of fixing the Barbossa script from the "Hoist the Colours" story to be more Barbossa-like. The Sparrow verbiage got adjusted as well. Let me know what you think before I attack others.

    http://dumptext.com/SSSR8l7B

    EDIT: Caught typos and errors, but you'll get the gist of things. I tried to make Barbossa a bit more menacing and untrustworthy. Sparrow finds more epithets beyond calling Barbossa a dog.
     
    Last edited: Oct 6, 2017
    Pieter Boelen likes this.
  11. Ron foster

    Ron foster Landlubber

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    It's not a matter of "free to not play" it is a matter of this game is not playable.

    A good simulation written by competent coders and schemed by knowledgeable developers does not use gimmicks (childish gimmicks) since the play is the enjoyment not the Dungeons & Dragons invocation of supernatural events by the master on a whim and just to be irritating.

    Just try to reduce the La Tortuga fort... for example. the SAVE GAME does not work to save advances during the play since all it does is reset the game to start over and over and over, you get the idea. Anyone here tried to play that scenario? Where in the Carib is there such a geological structure as this caldera of granite? Why so much cannon in such a small harbor that has nothing in it other than a ridiculous (impossible) fort. The Russian developers must have had a childish mentality to think this in any way resembles what is reasonable in the Carib. Just google Tortuga and see what the island and harbor look like... that should be the working model for this to be an adult simulation game.

    While laying siege I had one of my War Pinnace suddenly transported into the fort area where it was quickly destroyed. A full-frontal attack is not the right tactic in this situation... just gets a lot of ships destroyed and people killed (even simulated), for no benefit... after all, it's just a huge granite donut with no commercial or ag enterprise, not even a military target with the French fleet as a prize. This is so gimmicked it amounts to malware. Approaching the outer ring my cohort (fleet) is bombarded by shot, raining out of the sky.. often collated onto my ship with unreasonable accuracy. The cannon of the time did not use high trajectory, such as land mortars, which could fire accurately over high barriers such as the 400 Meter ring-cliff, with accuracy to hit a small target sailing, but without observation or fire-control watch towers to guide the artillery this is not possible and needs to be removed. The 100 tonne cannon could not be rapidly or easily elevated to higher than 45 degrees, nor could they be moved in arcs at the mount so as to track a moving target. Mounted on trunnions the cannon recoil moves the cannon back to a restraint position where it can be serviced (reloaded) then pullied (run-out) into firing position. Turrents and rotating platforms capable of the weight and movement were not yet created, which is why long lengths of side-by-side cannon were used to cover a firing-field that would intercept a moving ship at range.

    My cohort ships ordered to stand-down (heave to boarding drill ?) so as to not get in the way or other stupid antics such as ramming me or sitting with lowered sails in front of a fort while being destroyed, will randomly fire broadsides into the cliff face, for no reason, benefit, or direction. If my ship happens to be passing alongside I get the full broadside... now, will anyone explain why this is reasonable and not malware? This needs to be removed.

    Ships in a fleet also need a command to take station and not move about on their own without command guidance. This is nonsense and more gimmick malware. Coordinated attacks by the cohort have no resemblance to rational battle of the time. A little time reading some of the literature of the period would be all that is needed to understand the tactics and coordination used. Think of it as a football game... do players "swan about" on their own or does the coach direct the play action and give assignments for key players to carry out in the scheme to win the game?

    The firing angles from the attacking ship is distorted terribly. When positioned at the entrance slot presenting a broadside to the fort the shot strike the cliffs to one side or the other at about a 45 degree angle from the line of sight. Often the cannot will not fire on the command, using the space bar. No information is given as to why the shot is not taken. As the captain has 10 rating in cannons and accuracy, as well as a gunner who has the same maxed ratings, along with every enhancement charm for gunnery and accuracy, there is no rational reason for this to happen. What is need is a gunnery information line providing sighting and readiness needed to make a firing solution. Anyone up to this task?

    People working on cleaning up this game and making it into something fun and exciting should focus on shiest like this. Make Tortuga look like Tortuga (google it). Make the play rules consistent and reasonable to the limits of the available technology. I realize nobody is getting paid for this, and likewise I am disgusted that people were paid to creat shiest like this. Those that enjoy a good challenge and appreciate good craftsmanship, the normal coder, would really have fun fixing this trash. Just make the scheme consistent instead of being so variable you never know what will happen when you take an action or push a button. Good game play, like reality, is consistent. We live in a Newtonian existence, of cause and effect that is predictable and consistent. Would you enjoy a football game where the referee changes the rules of play on a whim or just to make one side disadvantaged. This game is designed to disadvantage the player, hence the malware.

    If you hate malware, fix this game and have fun doing it.
     
    Last edited: Oct 7, 2017
  12. Ron foster

    Ron foster Landlubber

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    I downloaded the August update to the build 14 and as suggested cleaned out the old and did a new game install.

    The installer could not find the .tar file, even though it was in the same folder and was the same file that the original build 14 used to install the game.

    Is there a newer .tar file that goes with this revision and needs to replace the older .tar file? I could only find the new install file and saw no reference to a new .tar.

    I was looking forward to playing a less-buggy more stable (Win95 style frequent crashes for no apparent reason) program, but nothing seems to be working.

    Anyone know the hidden secret to installation and what is missing in my experience?

    I'm using a Lenovo Thinkpad t61 that ran build 14 just fine and I was led to understand that this install is the same as the previous B14... so let me in on the secret... what is the trick?
     
  13. Ron foster

    Ron foster Landlubber

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  14. Ron foster

    Ron foster Landlubber

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    For sure... the meteorology of this game in no way represents the Carib... which is A LOT DIFFERENT THAN THE NORTH ATLANTIC. A little time spent perusing the reams of weather info on the Carib would do wonders for the authenticity of the play conditions. Why, like the Med do sailors love the Carib? Most of the few remaining tall ships are located in and sail the Carib... not the Atlantic or Baltic Sea.
     
  15. Ron foster

    Ron foster Landlubber

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    Pieter,

    Can you guide me in installing the revised Build14_installer_31082017

    I had only a few problems with the original, which resolved when I learned a few tricks to overcome the unspoken tricks.

    This build does not recognize the .tar file which is located in the same file... I even moved it into the POTC game folder where the game is installed on the drive.

    I would really like to be able to play this revision in order to enjoy the benefits of all the work done to correct the gimmicks and inconsistencies, as well as the frequent crashes, that make play very irritating and disgusting.

    Danke,

    Commander Ron
     
  16. Hylie Pistof

    Hylie Pistof Curmudgeon Staff Member QA Tester Storm Modder

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    Wassamatter? Did the ol' lady cut you off again? :nerbz

    No one is going to change the islands now. They are what they are and it is up to us to adapt to them. That said, for years I played the standard storyline over and over and over chasing and squishing bugs. I now have a hearty dislike for Barbados and especially Bridgetown. :rumgone

    It takes lots of really big ships to take down a fort. The Black Pearl/Wicked Wench is too small. I found it best to just stay off to one side and let the others do the heavy lifting. And as you have noticed, it takes lots of attempts before the winds and planets align properly. Chanting and incantations help. :boom:

    As for your installing troubles, that has been mentioned before although I had no such problems. :shrug
     
  17. Mad Jack Wolfe

    Mad Jack Wolfe Sailor Apprentice

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    "Nothing is impossible for the man who doesn't have to do it himself." ~ A. H. Weiler

    @Ron foster, you keep going on about the "childishness" of this game. You do realise this game (not a simulation, but a game) was licensed by Disney as a tie-in to their film "Pirates of the Caribbean: Curse of the Black Pearl", which in turn was based on the now 50-year old Pirates of the Caribbean ride at Disneyland? The ride has supernatural elements, as does the film. Therefore, so does this game. Take away the basic underpinnings - Jack Sparrow, the Black Pearl, walking skeletons, cursed treasure, etc - and it wouldn't be a Pirates of the Caribbean game at all.

    Before the modders began their work, the game had more bugs than an abandoned New York City flat. The setting was a purely fictional archipelago of eight islands. Most of the storylines were quite broken, due primarily to Akella having to meet an incredibly short deadline imposed by Disney. If it were not for the tireless efforts of modders past and present, I would not be playing this game 14 years on. Is it perfect? No. Is it far richer and more interesting than how it started out? Unquestionably yes.

    I respect that you want a high-fidelity pirate life simulation. I'd love it if someone could come up with one. But expecting a handful of unpaid people to meet your expectations with technology that's nearly a decade and a half old? Unreasonable in the extreme. You might as well ask Admiral Lord Nelson's HMS Victory to best a modern battleship.

    My advice is that you adjust your expectations accordingly, or move on. But do not belittle the people who have chosen to put effort into keeping this game alive.
     
    Last edited: Oct 8, 2017
  18. Pieter Boelen

    Pieter Boelen (Not So) Old Seadog Staff Member Administrator Storm Modder Hearts of Oak Donator

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    Then don't play it at all. Nobody is forcing you to. :shrug

    That very nearly virtually always ends up being a problem that exists between chair and computer.

    Brilliant! :cheeky

    And of course the mod made mostly all of that content completely avoidable.
    So people who want realism, can have that. And people who want fantasy stuff can have that too.

    If we're talking literal storylines, all except "Tales of a Sea Hawk" were added by the mod.
    So they weren't so much broken as "they weren't there". :rofl

    Eventually we do have hopes of that. But not with PotC:NH. With NHR, maybe yes.

    Fair point! :onya
     
  19. Grey Roger

    Grey Roger Sea Dog Staff Member Storm Modder

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    By the way, it is entirely possible to defeat Tortuga's fort. You don't need a fleet, you need one ship, but it needs to be a big one. A pinnace of war is not a big ship. A first rate man of war such as the one you get at the end of "Tales of a Sea Hawk" is a big ship. And if you think Tortuga is tough, you probably don't want to go anywhere near Cartagena. :p
     
  20. ANSEL

    ANSEL Corsair Storm Modder Hearts of Oak Donator

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    I have been playing free play as privateer to the highest rank possible.
    Not a single crash and no problems. Graphical it all look just so beautiful!
    So I'm very pleased and grateful.:D
     

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