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CVS Server

just added:

- reinit.c code for catalina's fbq quest - so it only requires a reinit, not a new game.

- buildsettings.h toggle to toggle the extra sounds (such as 'land ho' and the anchor sound etc etc.
 
oh and just added the new 'build 12' main menu. have a look see. it's sooooooo cool <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/happy.gif" style="vertical-align:middle" emoid="^_^" border="0" alt="happy.gif" /> the graphic is by catalina.
 
Since program*.* and resourceini*.*, when zipped, are so small, I don't think overwriting any build will be a problem.
And a `web-based` install would be great--if I understand correctly it checks CRC of all new textures and models added by the build and only downloads if the local copy is missing or doesn't match?
That should take ~30mb off the download for people with v11
 
I've added the two textures of the loading screen for devil's island mod

RESOURCE/Textures/Loading/KR_Hideout.tga.tx
RESOURCE/Textures/Loading/devils_island.tga.tx

And SirchristopherMings dialog translation for KR hideout crew members
 
<!--`QuoteBegin-Kieron`+--><div class='quotetop'>QUOTE(Kieron)</div><div class='quotemain'><!--QuoteEBegin-->just added:

- reinit.c code for catalina's fbq quest - so it only requires a reinit, not a new game.[/quote] <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/w00t.gif" style="vertical-align:middle" emoid=":woot" border="0" alt="w00t.gif" /> YEAAAAAAAAAAAAAAAAAAAAAAAAAAAA!!! Thanks, Kieron!!! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/onya.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="onya.gif" />
 
...i recently realised that build 12 will require starting a new game, anyway... sorry cat <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/sad.gif" style="vertical-align:middle" emoid=":(" border="0" alt="sad.gif" />
 
Yeah, those location properties stink that way.
However, if someone's _really_ bloody ambitious, they could use the idea in Rumor_defaults (make temp object for saved properties, reinit, then reapply those properties) to make even location reiniting possible.

Speaking of which, however, we oughta go through and do everything we can think of that will require a restart now...
 
What's this about restarting? Is it that you need to start a new game to play the quest, or that to play with the new code at all you need to start a new game? <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />

Is it known what makes a restart necessary? It would be awfully nice to figure out a way to prevent that - maybe have special upgrade functions that initialize whatever data is needed?
 
I thought we were going to try to make all of this so that no one would need to start a new game. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />
 
That's what reinit.c is for. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />
Although it gets used as a fixall too, though it really shouldn't help in that regard. <puzzled>

Basically, there are two (that I know of) limits to `during-run` changes in POTC.
The first, is that while most (I believe; I know it works for strings and ints) arrays _can_ be resized via SetArraySize(), object arrays _cannot_. I.e. Items[], ShipsTypes[], etc. That's why we use overblown #defines and then limited ints to say how much is _really_ used.

The second is that (I believe; I haven't tested this recently) global variables cannot be removed from a game and the game resaved (i.e. you can _add_ new globals, but you can't remove them).

So as long as we're only adding new vars, and as long as we don't overshoot our limits for the base array sizes, there are no _technical_ problems with not restarting, just _practical_ ones:

In that there are some arrays whose properties are so changed during the game (Locations[], where locators are locked and unlocked on the fly) that reinitializing them would include overwriting the locator defines.
However, a method similar to the one used in SetRumorDefaults could be used, to go through every location in the game and store each locator's locked/unlocked status, then reinitialize everything (including adding new stuff), then go back and set the properties per the temp save object.

Same reason and solution for islands.

Characters, there's already a function for `adding-new`-`char-if`-`not-exist`, and that's what Kieron just used to make FBQ reinitable.
 
The changes that currently require a restart in bv12:
Ship IDs changed; will need to go through characters and swap PRS2 ids for PRS3 ids with random stats. This can mostly be done parametrically, i.e. if id == "lugger1_X" then id = "lugger1"; SetRandomStats(char, shipidx, X);

New location tags (can manually add these via reinit, for each island each location gets attribute loc.island = "islandid" and all locations in towns that did not previously have townsack attribs (or that had the _wrong_ townsack attribs, i.e. QC) get the correct ones (i.e. in oxbay, loc.townsack = "oxbay", loc.island = "oxbay")

Also I will be shortly going through all shipyards and setting their loc.type to shipyard or shipyardoffice, so that sound are music are set correctly (right now both are "shop"). But this will be done in reinit too, so never mind.

What we _do_ need to do is make the Location init for the tailor shops match what's in their reinit, so saving in tailor shops works.

Ditto for the new KR locs that Screwface/SirChris/et al added. I assume currently saving in them doesn't work either.
 
I have excellent news on two fronts, ONE - <b>SAILOR AL, </b>despite a hellishly busy schedule, has volunteered to help us - and his focus will be the Morgan Pack mod. This MIGHT set our deadline back a bit - but with the tremendous things we will gain, it will be worth the wait.

The other news is that Boocha has given me some new character models he's had for a while - one is a Ninja, the other is actually the Holland officer's head - which apparently we didn't have before ?

I haven't looked too deeply at this yet as it's been a busy day - however when I get this stuff together I'll pop it on up to the server so we can add it in.

Boocha also has something I've been using ever since the early days of Build 10.1, and that is a "chattering skull" animation to go over the spinning orb that plays when you see a loading screen at the beginning of the game. I rather like it, and it of course could be switchable to give one a choice of what to use.

Boocha also tells me he has a shotgun somewhere - and a kriss knife. He's looking for them.

So we've got some extra items to pop in - not sure how the shotgun works, but I am imagining it is something like a `one-handed` blunderbuss of sorts. I guess we'll see when he finds it. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />
 
<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->Ditto for the new KR locs that Screwface/SirChris/et al added. I assume currently saving in them doesn't work either.<!--QuoteEnd--></div><!--QuoteEEnd-->

Nathan, KR is not like the tailor shops, you can save the game from anywhere on the island, including the sections that Screwface added. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/onya.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="onya.gif" />
 
Sorry. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/oops3.gif" style="vertical-align:middle" emoid=":eek:ops2" border="0" alt="oops3.gif" />
Weird.
Did you add the locs to LocationsInit, or just via KR_Init?

If the latter, then my understanding of why tailor's shop saves don't work is FUBAR'd... <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/oops3.gif" style="vertical-align:middle" emoid=":eek:ops2" border="0" alt="oops3.gif" />
 
Nothing to be sorry about, I thought I could save you some effort, it looks to me like you've got a lot on your plate!
<img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/icon_eek.gif" style="vertical-align:middle" emoid=":shock:" border="0" alt="icon_eek.gif" /> <--- Nathan, <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/whippa.gif" style="vertical-align:middle" emoid=":whipa" border="0" alt="whippa.gif" /> <--- Build 12

Screwface would know, I wish did! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/mybad.gif" style="vertical-align:middle" emoid=":facepalm" border="0" alt="mybad.gif" />
 
Heh. Yeah, too busy modding to be playing. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/oops3.gif" style="vertical-align:middle" emoid=":eek:ops2" border="0" alt="oops3.gif" />
But I'm also very happy to be modding and not merging. <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" />
So a big thankyou to Cat, Kieron, DChaley, everybody else who's taken on that responsibility and/or obviated the necessity for it! <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" />
 
<!--`QuoteBegin-NathanKell`+--><div class='quotetop'>QUOTE(NathanKell)</div><div class='quotemain'><!--QuoteEBegin-->Sorry.  :eek:ops2  
Weird.
Did you add the locs to LocationsInit, or just via KR_Init?

If the latter, then my understanding of why tailor's shop saves don't work is FUBAR'd...  :eek:ops2[/quote]

Nathan, i've not added the locs to LocationsInit because this method is just called when you start a new game. KR_reinit does again the job of LoctionsInit but only for KR. It adds the new locs and redifine the locators of "departure" in KhaelRoa port location and "arrival" in the temple canyon location.

I assure you that you can same your game and reload it in the new locs of KR <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/onya.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="onya.gif" />
 
<!--`QuoteBegin-NathanKell`+--><div class='quotetop'>QUOTE(NathanKell)</div><div class='quotemain'><!--QuoteEBegin-->a big thankyou to Cat[/quote]Well, I'm just happy to help where I can, in my own little way. The rest of you are doing such a great job - wish I could contribute more. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/blush.gif" style="vertical-align:middle" emoid=":eek:ops" border="0" alt="blush.gif" />
 
<!--`QuoteBegin-NathanKell`+--><div class='quotetop'>QUOTE(NathanKell)</div><div class='quotemain'><!--QuoteEBegin-->Sorry.  :eek:ops2  
Weird.
Did you add the locs to LocationsInit, or just via KR_Init?

If the latter, then my understanding of why tailor's shop saves don't work is FUBAR'd...  :eek:ops2[/quote]

another problem is that, if it turns out we have to put the tailor shops in the initial init as well as the reinit, then the user hasn't got the option of whether to use them or not (currently a tag in buildsettings.h). and that it would require starting a new game that way, when the tailor shop is designed not to need that.
 
We can test the issue by changing the tailor shop reinit so it doesn't make the loc use a different model than the original init. If saving then works, we'll know that's the problem.
 
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