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Flooding the Oxbay Sewer

CouchcaptainCharles

COO (Chief Oddity Officer)
Storm Modder
Pirate Legend
Thanks to Inez' always-improving Tool we can now flood locations at a certain level so that it has a real effect on the gameplay. I'd like to flood Oxbay dungeon/sewer so that you (and the smugglers) have to swim at the very lowest level (the "halls") and wade and fight in breastdeep water in the slightly elevated corridors of the lower storey. That creates some new tactical variations: If you choose the right position on a stair you can slaughter the smugglers who have to swim in the deeper water. Or take potshots from the gallery on swimmers in the hall below.

Progress so far:
-raising the d01.gm model by 3.5 sets the waterlevel at exactly the right height

-raising the characterpatch by the same value creates the swim/wade/walk zones

Still to be done:
-locators don't fit anymore. Has the terific Tool some function for collective locator raising? Though editing all locator Y-coords wouldn't be THAT much work.

-the chase camera sometimes moves through the walls, and the light is too bright. Are there kind of patches for camera and lighting? If yes, how can I change them?
 
Raising locators should be automatically done when you raise a model. . But you can try to do it separately for just the locator model (ignoring the error messages).
The col files have colors per vertex number, so not much we can do there. But I don't see how the raising could influence light at all. Sure it's not something else? (Like a change in the code? or in a name?)
Looking forward to the flooded dungeon !
 
BLAST! Not that again! That WeatherEnabled has been annoying me <i>forever</i> in the tut_deck cabin. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/piratesing.gif" style="vertical-align:middle" emoid=":shock" border="0" alt="piratesing.gif" />
 
Some progress:

-Lighting looks fine now. Was in fact a naming problem, had used new names for the raised model and patch(does that mess up the references to light etc.?). Using the original names works.

-Locators can be raised collectively with the great new Tool <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/me.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="me.gif" />

Problems left:
-camera leaving the model

-and yes, WHEATHER causes a problem: without wheather the watersurface is invisible (does that sound familiar <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/wink.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink.gif" /> ) But with weather you have waves. Looks a bit odd in a "sewer", and the waves sweep you off your feet every few seconds so that fighting in the "wade zones" is a bloody nuisance. Maybe one can set a calm, waveless weather upon loading a "dungeon" type location (might lead to a fix for the "weathered cabin" as well)

Thanks for your hints everybody. Hope I can upload something after the weekend.
 
This is sounding neater by the day... <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" />

{ lockweather is what you want.
It's used in the Inca Temple alcove IIRC. }
 
Sounds terrific, CCC! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/me.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="me.gif" />
 
Yup, sure do! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/william.gif" style="vertical-align:middle" emoid=":will" border="0" alt="william.gif" />
 
Something that has been bothering me tho, is the use of the word "sewer". It implies "indoor plumbing". <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" /> "Drains" ??? "Dungeon" ??? "Catacombs" (oooh, implies an ossuary!) ???
 
Tunnels?

Donjon?

Burrow?

Secret Hideout That No One Knows About? <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/whistling.gif" style="vertical-align:middle" emoid=":wp" border="0" alt="whistling.gif" />
 
Sounds like this is going to be great fun! <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" />
About the weather: Would it be possible to store the current weather when you enter the dungeon/sewer, then set the weather to something calm, then when you leave, have the stored weather be set again? This might also be used for the on-sea cabin... <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />
 
COOL! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/william.gif" style="vertical-align:middle" emoid=":will" border="0" alt="william.gif" />
So how to add that to the tutorial cabin? <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />
 
I am afraid that i have to give this idea up. Basically it is simple to put a watersurface into a location, but the waves and the weird camera perspective make it more a nuisance than a gameplay improvement.

The waves are always the same, no matter which weather I set. Also tried to change the "bump" and other waveconnected values in the "alcove" weathertype, but that had no effect either.
Either I did the wrong things or landlocations have always the same waves regardless of weather.

If you swim through the corridors or fight in the water the follow-on camera makes weird movements with each wave or collision with the ceiling, and after some time the perspective is so messed up that you see neither yourself nor your enemies. First-person-view works fine, but as long as we can't fight in FPV flooded dungeons are more or less unplayable <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/dunno.gif" style="vertical-align:middle" emoid=":shrug" border="0" alt="dunno.gif" /> Unless some modeler or weatherexpert can solve these problems...
 
Ah. That's a major shame. I would've been so much fun if it worked. Wished Nathan were around, so he could have a look at it.
BTW: In the meantime of modding this, did you happen to encounter a way to keep the fog and rain out of the tutorial cabin?
 
We've run into this problem again. Apparently lighting data gets lost if you modify some location models with the TOOL. <img src="style_emoticons/<#EMO_DIR#>/modding.gif" style="vertical-align:middle" emoid=":modding" border="0" alt="modding.gif" />
 
The Oxbay and Greenford suburb locations both have this problem. Does anyone have any idea what to do about this?
Could perhaps ZarethPL fix the location models the same way he fixed the ship models?
 
To Thomas the Terror: What exactly did you change with the Greenford/Oxbay suburb location GM files? You removed some parts, didn't you?
According to Jack Rackham, that's when the lighting gets messed up. He recommends you sink the parts you want to remove through the ground instead.
 
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