1. Dismiss Notice
  2. GOG.com logo

    Thanks to YOUR votes, GOG.com now sells:
    - Sea Dogs - Sea Dogs: Caribbean Tales
    - Sea Dogs: City of Abandoned Ships

    Vote now to add Pirates of the Caribbean to the list!

    Dismiss Notice
  3. Under the Crossbones Podcast

    A Pirate Podcast with Interviews
    Music, Comedy and all things Pirate!

    - Episode Guide - About - Subscribe -
    - Twitter - Facebook - iTunes - Android -
    - Youtube - Fill the Coffers -

    Dismiss Notice
  4. New Horizons logo

    Quick links for PotC: New Horizons
    - Download latest version
    - Wiki - FAQ - Report bugs here
    - ModDB profile

  5. GOF logo

    Quick links for AoP2: Gentlemen of Fortune 2
    - Downloads and info
    - Historical Immersion Supermod
    - ModDB Profile

Dismiss Notice
New to the forum?
Please take a moment to read our Welcome Message and Forum Rules.

Information aboute The New Pirate Age - Update! [WIP]

Discussion in 'POTC: New Horizons Mod' started by pirateking, Feb 22, 2017.

  1. pirateking

    pirateking Privateer

    Joined:
    Jun 9, 2011
    Messages:
    559
    Gender:
    Male
    Location:
    Austria
    @Grey Roger a question?

    Do you have some Time for a littel Textre work?
    You better in this work as i! It would be nice!

    All the the Work can you read in the PDF which is in the Zip File.

    Thanks
     

    Attached Files:

  2. Pieter Boelen

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

    Joined:
    Nov 11, 2004
    Messages:
    66,821
    Gender:
    Male
    Occupation:
    Maritime Research: Project Engineer (Analysis)
    Location:
    Wageningen, The Netherlands
    @pirateking: I've said it before and I'll say it again:
    You MUST be prepared to do at least 90% of the work yourself!

    You cannot expect @Grey Roger to make 8+ new textures for you!
    At the very least you first need to make a real attempt to do some serious work yourself.
    So far, I have not seen you do that.
     
  3. pirateking

    pirateking Privateer

    Joined:
    Jun 9, 2011
    Messages:
    559
    Gender:
    Male
    Location:
    Austria
    :( I am not so good in Texture work.
     
  4. Pieter Boelen

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

    Joined:
    Nov 11, 2004
    Messages:
    66,821
    Gender:
    Male
    Occupation:
    Maritime Research: Project Engineer (Analysis)
    Location:
    Wageningen, The Netherlands
    Did you get anywhere with the coding yet? :rolleyes:
     
  5. pirateking

    pirateking Privateer

    Joined:
    Jun 9, 2011
    Messages:
    559
    Gender:
    Male
    Location:
    Austria
    The Coding is the work that i will try, because it looks not so
    hard work.

    But in Graifkwork im not so good. :(
     
  6. Grey Roger

    Grey Roger Sea Dog Staff Member Storm Modder

    Joined:
    Feb 12, 2007
    Messages:
    6,562
    Neither am I. I'm not much good at drawing up an entirely new texture. What I can do is copy and paste pieces from one texture to another, or change the colours of an area of a texture - and so can you, it's not that hard, at least if you are copying between two similar models.

    I suggest you start with James Flint and Jack Throne, as they should be the easiest.
     
  7. pirateking

    pirateking Privateer

    Joined:
    Jun 9, 2011
    Messages:
    559
    Gender:
    Male
    Location:
    Austria
  8. Grey Roger

    Grey Roger Sea Dog Staff Member Storm Modder

    Joined:
    Feb 12, 2007
    Messages:
    6,562
    Looking at your PDF, Jack Throne has darker clothes than Blaze7. Changing that should be easy and a good introduction to what you need to do. Then you can try Shanks - change the hair colour and maybe give him more of a bare chest, which you can probably copy from another character texture file. For Silvers Rayleigh, I would suggest using the "Researcher" model, as that already has the white hair and glasses. And for Trafalgar D. Law, perhaps use "huber_spa2" or "huber_spa4". The hat isn't quite the right style but it will do; and you can't get rid of the beard because it's part of the model shape, but pictures I've seen of Trafalgar D. Law show him having a small beard, so that will work.
     
  9. pirateking

    pirateking Privateer

    Joined:
    Jun 9, 2011
    Messages:
    559
    Gender:
    Male
    Location:
    Austria
    :( Sorry no it is fix all that Model that you see in the PDF that i will use it.
    Hm maby i copy the glasses from me Silvers Rayleigh Model!
     

    Attached Files:

  10. pirateking

    pirateking Privateer

    Joined:
    Jun 9, 2011
    Messages:
    559
    Gender:
    Male
    Location:
    Austria
    @Grey Roger and @Pieter Boelen

    I have some Codeing Question:
    Is it Possiblel to make this with a Code and Dialog:

    Is it possible with a code to fix the particular officer to appear first when
    you ask for specicellas officer on Nevis in the tavern (First Mate, Navigator, Gunner, Surgeon, Boatswain, Carpenter, Quartermaster)
    for Exampel:
    First Mate - > Lorenor Zorro
    Navigator -> Nami
    Gunner -> Lysop
    Surgeon -> Toni Chopper
    Carpenter -> Franky
    Quartermaster -> Nico Robin
     
  11. Pieter Boelen

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

    Joined:
    Nov 11, 2004
    Messages:
    66,821
    Gender:
    Male
    Occupation:
    Maritime Research: Project Engineer (Analysis)
    Location:
    Wageningen, The Netherlands
    @pirateking: (Almost) everything is possible, but you should start AS SIMPLE AS POSSIBLE.
    Until you do what I suggested in post #55 on the previous page, I will not help you making things more complicated. :no

    Doing that will teach you at least the basics of the basics, which is a good place to start. ;)
     
  12. pirateking

    pirateking Privateer

    Joined:
    Jun 9, 2011
    Messages:
    559
    Gender:
    Male
    Location:
    Austria
    Ok! Then I will try to make Silvers Rayleigh Siting in the Tavern off Cupa (Like it does Mr. Gibbs on Tortuga)!
     
  13. Pieter Boelen

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

    Joined:
    Nov 11, 2004
    Messages:
    66,821
    Gender:
    Male
    Occupation:
    Maritime Research: Project Engineer (Analysis)
    Location:
    Wageningen, The Netherlands
    Sounds like a good idea! :onya

    For sitting, you'll need to replace this line from my example:
    Code:
    LAi_SetCitizenType(ch);
    
    With this:
    Code:
    LAi_SetSitType(ch);
    
    Also, maybe @pedrwyth's "candles" trick is needed at some point...

    P.S.: Walking is simpler. ;)
     
    Last edited: Mar 7, 2017
  14. pirateking

    pirateking Privateer

    Joined:
    Jun 9, 2011
    Messages:
    559
    Gender:
    Male
    Location:
    Austria
    @Pieter Boelen Look at this:

    ch.old.name = "Silvers";
    ch.old.lastname = "Rayleigh";
    ch.name = TranslateString("","Silvers");
    ch.lastname = TranslateString("","Rayleigh");
    ch.id = "Silvers Rayleigh";
    ch.model = "";
    ch.sex = "man";
    ch.loyality = 50;
    ch.alignment = "good";
    ch.sound_type = "seaman";
    GiveItem2Character(ch, "blade10");
    ch.equip.blade = "blade10";
    ch.location = "#";
    ch.location.group = "goto";
    ch.location.locator = "cityzen_1";
    ch.Dialog.Filename = "Enc_Officer_dialog.c";
    ch.greeting = "Gr_Silvers_Rayleighm";
    ch.rank = 8;
    ch.reputation = "45";
    TakeNItems(ch,"medical1", Rand(4)+1);
    ch.experience = CalculateExperienceFromRank(1)+ (CalculateExperienceFromRank(1)/10 + rand(500));
    ch.skill.Leadership = "4";
    ch.skill.Fencing = "4";
    ch.skill.Sailing = "0";
    ch.skill.Accuracy = "1";
    ch.skill.Cannons = "1";
    ch.skill.Grappling = "5";
    ch.skill.Repair = "3";
    ch.skill.Defence = "4";
    ch.skill.Commerce = "0";
    ch.skill.Sneak = "3";
    ch.money = "0";
    ch.quest.help = "0";
    ch.quest.dialog = "0";
    LAi_SetSitType(ch);
    LAi_group_MoveCharacter(ch, "ENGLAND_CITIZENS");
    ch.HPBonus = 100; // KevAtl 08-26-2007 to correct for game giving low HP
    ch.isOfficer = true;
    AddGameCharacter(n, ch);
     
  15. Pieter Boelen

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

    Joined:
    Nov 11, 2004
    Messages:
    66,821
    Gender:
    Male
    Occupation:
    Maritime Research: Project Engineer (Analysis)
    Location:
    Wageningen, The Netherlands
    Looks like a good start, @pirateking!

    Of course you'll still need to update 'ch.location', but Console will help you to figure that one out.

    Also:
    Code:
    ch.greeting = "Gr_Silvers_Rayleighm";
    
    Since you didn't define a custom greeting for him, better use an existing one there.
    Also, that "m" at the end looks like a typo. This is computer code, so be VERY CAREFUL to avoid typos!
    They can cause a lot of headaches that you'll probably want to avoid. :cheeky
     
  16. pirateking

    pirateking Privateer

    Joined:
    Jun 9, 2011
    Messages:
    559
    Gender:
    Male
    Location:
    Austria
    @Pieter Boelen
    Ok fine. Have some to add the Silvers Rayleigh is a Boatswain Officer?

    Yes i know. It will be the Tavern on Cuba in Punta de Maisi
    Yes will use the Existing one!

    What have to the make for:
    I will replace Alistair Garcilaso with Donquixote "The Jocker" Doflamingo, but if
    Donquixote "The Jocker" Doflamingo is killed Alistair Garcilaso comes back to the
    Captin House!

    Look at me Quest Notize:
     

    Attached Files:

    Last edited: Mar 7, 2017
  17. Grey Roger

    Grey Roger Sea Dog Staff Member Storm Modder

    Joined:
    Feb 12, 2007
    Messages:
    6,562
    If you're writing your own storyline, a better place to put your officers would be "PROGRAM\Storyline\One Piece\Story.c". The definition of the officers is exactly the same, but putting them there means they won't appear when you play any other storyline. (Replace "One Piece" with whatever name you have given your storyline folder.)

    As for your definition of "Silvers Rayleigh":
    'ch.model' is the model the character will use. Perhaps make that ch.model = "researcher", at least until you have created a new character model for him; then change that line to use your new model.

    'ch.greeting' refers to an entry in "RESOURCE\INI\ALIASES\Greetings_alias.ini". Unless you have edited that file to define "Gr_Silvers_Rayleighm", the line won't work. The greetings defined in that file are just lists of sound files which you'll find in "RESOURCE\Sounds\VOICE\ENGLISH". You can either play some of the files from there, decide which ones are suitable for Silvers Rayleigh, and edit "Greetings_alias.ini" to create his greeting definition; or you can pick one of the existing greetings and use that.

    'LAi_group_MoveCharacter(ch, "ENGLAND_CITIZENS");' makes him behave as though he's a resident of an English town. If you're starting him off in a tavern in Cuba (either Santiago or Havana), you may want to change that to 'LAi_group_MoveCharacter(ch, "SPAIN_CITIZENS");'.

    To put Silvers Rayleigh in one of the taverns on Cuba, you'll want to set his location. For Havana:
    Code:
    ch.location = "Havana_tavern";
    For Santiago:
    Code:
    ch.location = "Santiago_Tavern";
    You will also need to know the group and locator names for where you want him to sit. One good way to do this is to edit "PROGRAM\InternalSettings.h", go down to the bottom, edit the line '#define VISIBLE_LOCATORS 0' and change it to 1. This makes all locator names visible in the game. Start a FreePlay game, set yourself up as a Spanish Corsair, then you'll start the game at San Juan. Sail to either Havana or Santiago, go into the tavern, look at the seats, pick one, and note what is written there - that's the seat's locator. Now you can fill in the correct values for 'ch.location.group' and 'ch.location.locator'. When you've finished, edit "InternalSettings.h" again and set "VISIBLE_LOCATORS" back to 0, so that you don't keep seeing locator names all over the place.
     
  18. Grey Roger

    Grey Roger Sea Dog Staff Member Storm Modder

    Joined:
    Feb 12, 2007
    Messages:
    6,562
    In his character definition, add this line:
    Code:
    ch.quest.officertype = OFFIC_TYPE_BOATSWAIN;
    You can find other officer types in "PROGRAM\Characters\officers.c". Your other characters can be assigned their correct officer types the same way - just pick the "OFFIC_TYPE_..." you want.

    That's going to be a good trick. Punta de Maisi is a beach. It has no tavern. ;)

    Look in "PROGRAM\Locations\init\cuba.c". That defines all the locations on Cuba. Search for "tavern" and you'll find the valid names of the taverns on the island on any line which starts with 'Locations[n].id' and ends with "tavern".

    That should be straightforward enough. Somewhere near the start of your story code, or in your "StartStoryline.c", this will make Alistair Garcilaso disappear:
    Code:
    ChangeCharacterAddress(characterFromID("Alistair Garcilaso"), "None", "");
    When you want to put him back:
    Code:
    ChangeCharacterAddressGroup(characterfromID("Alistair Garcilaso"), "Douwesen_Pirate_Residence", "sit", "sit1");
     
    Pieter Boelen likes this.
  19. pirateking

    pirateking Privateer

    Joined:
    Jun 9, 2011
    Messages:
    559
    Gender:
    Male
    Location:
    Austria
    @Grey Roger
    Ok! Silvers Rayleigh will be on CUPA in the Priate City(Puerto Principe)
    in the Tavner on Punta de Maisi.

    Or Silvers Rayleigh will sit in the Tavern in Alice Town
     
    Last edited: Mar 7, 2017
  20. Jack Rackham

    Jack Rackham HoO Team Member Quest Writer Storm Modder

    Joined:
    Jul 5, 2004
    Messages:
    3,311
    Gender:
    Male
    Occupation:
    math teacher
    Location:
    Sund, Ramsjö, Sweden
    "Gold Roger" sounds like my 2 storylines have been merged. ;)
     
    Pieter Boelen likes this.

Share This Page