• New Horizons on Maelstrom
    Maelstrom New Horizons


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Major breakthrough with Akella

Very true, Julian. If you compare the modding work being done on Akella's games in Russia versus the modding work being done outside Russia, the difference is just plain scary. There is DOZENS of Russian modpacks for PotC and AoP; literally <i>ridiculous</i> amounts of new stuff being made by them. Thomas the Terror keeps finding new Russian stuff; it seems there is no end to it. Then there's the world outside Russia: AoP modding is DEAD and we're all that's left for modding PotC. I dare say the Russian modding community for Akella's games is at least ten times the size of our own, if not more.

One thing that should definitly go in the letter is some sort of question as to what "support" they actually want from use. They use the word, without actually elaborating on what they mean by it. I'll post some more thoughts and comments later.
 
<!--quoteo(post=232542:date=Jan 6 2008, 09:43 PM:name=PeterWillemoes)--><div class='quotetop'>QUOTE(PeterWillemoes @ Jan 6 2008, 09:43 PM) [snapback]232542[/snapback]</div><div class='quotemain'><!--quotec-->Howeverm if you want us to write it, I would start with something like this:<!--QuoteEnd--></div><!--QuoteEEnd-->Thanks very much, Peter. I'll see what I can come up with now:

<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->Dear Mr. Zaitzev,

Thanks very much for your reply. We have also read the interview with Mr. Yury Rohach on City of Abandoned Ships that was published on <a href="http://rpgvault.ign.com/articles/841/841808p1.html" target="_blank">RPGVault</a> on December 17th 2007 and are quite interested in your game. We are considering to continue our modding work on City of Abandoned Ships once released, provided that we can take most of what we have done so far on Pirates of the Caribbean with us. There is such a wealth of good stuff in our current Build mod that naturally we do not want to lose all that.

We would also like to support your game, but we don't know what kind of support you could actually use from us. Additional information on that would be most welcome. I can assure you that many of our community members are interested in your game and are willing to purchase it when it becomes available.

As for the navigation from island to island without loading to the worldmap, we are pleased to inform you that we have already managed that in such a way that a quantity of polygons restriction in the engine is not a problem. The DirectSail mod made by one of our oldest modding community members allows sailing from island to island without visiting the worldmap. If you would care to have a look at it, you can find the code for the mod <a href="http://pafiles.com/potc/ccc%20experimentals/Directsail_jan25.zip" target="_blank">here</a>. The mod is not perfect and is probably not fit for inclusion in a professional game, but it does work and adds a lot of gameplay value for those who like to sail in real time. The main problems with this mod are maintaining a proper voyage length. Sailing from island to island on the worldmap takes several ingame days; doing the same in 3D sailing mode takes only a couple of game hours.

The spoken dialog is just something we're experimenting with to see how far we can come with it. One of our modders has made some good progress with it, allowing a dialog sound to start when the dialog is opened and ended when the next dialog case is started. Of course lip synchronisation is not present and it is not feasable to record all dialogs due to workload and filesize limitations.

One of the main things we need help with is to make proper 3D models. With our current tools, we can do some modification of 3D models, but making new models remains a major challenge. We can do it, but we get quite some issues with them. This is most noticable with the completely new ships we've added: They lack proper collision detection (we have to take the collision detection from an existing ship) and the 1st person camera mode is also wrong (also taken from another ship). Also we get what is known as the "reversed lighting effect": When the sun or moon is on one side of the new model, the ship appears lighted as if the light source is on the other side. This looks very weird. We have tried to fix this on many occasions, but have been unable to. Your help with getting ships and other completely new models (character, locations) into the game would be most valuable. One of our members reckons he can figure out how to export his ship properly using Maya if somebody could supply him with a Maya file of a ship, ready to be exported. He already has Maya 5.0 with the appropriate plugin, but lacks the knowledge on how to use them properly.

Also since you have experience with porting modding work from the Storm 2.0 engine to the Storm 2.5 and Storm 2.8 engines, your help with that would also be most appreciated. We would like to be able to do this to obtain the improved graphics and additional features of the new engine, but we don't really have much knowledge on how to actually do it. We've tried in the past, but have had no luck so far.

Thanks a lot for all your help.

With kind regards,

Pieter Boelen
Community Supervisor<!--QuoteEnd--></div><!--QuoteEEnd-->
 
I would suggest the following minor alterations for your consideration:

<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->Dear Mr. Zaitzev,

Thanks very much for your reply. We have also read the interview with Mr. Yury Rohach on City of Abandoned Ships that was published on <a href="http://rpgvault.ign.com/articles/841/841808p1.html" target="_blank">RPGVault</a> on December 17th 2007 and are quite interested in your game. We are considering to continue our modding work on City of Abandoned Ships once released, provided that we can take most of what we have done so far on Pirates of the Caribbean with us. There is such a wealth of good stuff in our current Build mod that naturally we do not want to lose that.

We would also like to support your game, but we don't know what kind of support you might need. Additional information regarding that, would be most welcome. I can assure you that many of our community members are interested in your game and are willing to purchase it when it becomes available.

As for the navigation from island to island without loading to the worldmap, we are pleased to inform you that we have already managed that in such a way that a quantity of polygons restriction in the engine is not a problem. The DirectSail mod made by one of our oldest modding community members allows sailing from island to island without visiting the worldmap. The mod is not perfect, but it does work and adds a lot of gameplay value for those who like to sail in real time. The main problems with this mod are maintaining a proper voyage length. Sailing from island to island on the worldmap takes several ingame days; doing the same in 3D sailing mode takes only a couple of game hours.

The spoken dialog is just something we're experimenting with to see how far we can go with it. One of our modders has made some good progress with it, allowing a dialog sound to start when the dialog is opened and ended when the next dialog case is started. Of course lip synchronisation is not present and it is not feasable to record all dialogs due to workload and filesize limitations.

One of the main things we need help with is to make proper 3D models. With our current tools, we can do some modification of 3D models, but making new models remains a major challenge. We can do it, but we get quite some issues with them. This is most noticable with the completely new ships we've added: They lack proper collision detection (we have to take the collision detection from an existing ship) and the 1st person camera mode is also wrong (also taken from another ship). Also we get what is known as the "reversed lighting effect": When the sun or moon is on one side of the new model, the ship appears lighted as if the light source is on the other side. This looks very weird. We have tried to fix this on many occasions, but have been unable to. Your help with getting ships and other completely new models (character, locations) into the game would be most valuable. One of our members reckons he can figure out how to export his ship properly using Maya if somebody could supply him with a Maya file of a ship, ready to be exported. He already has Maya 5.0 with the appropriate plugin, but lacks the knowledge on how to use them properly.

Also since you have experience with porting modding work from the Storm 2.0 engine to the Storm 2.5 and Storm 2.8 engines, your help with that would also be most appreciated.

Thanks a lot for all your help.

With kind regards,

Pieter Boelen
Community Leader<!--QuoteEnd--></div><!--QuoteEEnd-->
I "think" the leaves us in a more positive position as to what we can offer.
As to your title - you lead, we follow, or make input as we see fit. You don't actually supervise us as to what we must do.
A detail perhaps, but you might consider it.
 
Thanks, Short Jack Gold. Looks good to me. <img src="style_emoticons/<#EMO_DIR#>/doff.gif" style="vertical-align:middle" emoid=":doff" border="0" alt="doff.gif" />

We signed our previous letter with:<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->With kind regards,

The PiratesAhoy! Modding Community
- Pieter Boelen, Team Supervisor<!--QuoteEnd--></div><!--QuoteEEnd-->
It seems you and I have completely opposing thoughts on what "leader" and "supervisor" mean. I think leader makes it sound like I'm the big bad boss who tells everybody what to do, while supervisor just means I keep an eye on things. <img src="style_emoticons/<#EMO_DIR#>/dunno.gif" style="vertical-align:middle" emoid=":shrug" border="0" alt="dunno.gif" />
 
<!--quoteo(post=232751:date=Jan 7 2008, 09:34 AM:name=Pieter Boelen)--><div class='quotetop'>QUOTE(Pieter Boelen @ Jan 7 2008, 09:34 AM) [snapback]232751[/snapback]</div><div class='quotemain'><!--quotec-->Thanks, Short Jack Gold. Looks good to me. <img src="style_emoticons/<#EMO_DIR#>/doff.gif" style="vertical-align:middle" emoid=":doff" border="0" alt="doff.gif" />

We signed our previous letter with:<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->With kind regards,

The PiratesAhoy! Modding Community
- Pieter Boelen, Team Supervisor<!--QuoteEnd--></div><!--QuoteEEnd-->
It seems you and I have completely opposing thoughts on what "leader" and "supervisor" mean. I think leader makes it sound like I'm the big bad boss who tells everybody what to do, while supervisor just means I keep an eye on things. <img src="style_emoticons/<#EMO_DIR#>/dunno.gif" style="vertical-align:middle" emoid=":shrug" border="0" alt="dunno.gif" />
<!--QuoteEnd--></div><!--QuoteEEnd-->
Don't want to start a war here - but a leader can come from the people and only has the authority given him/her by them.
A supervisor, HAS authority, he/she has "super" "vision" and does "see" (checks) over what is being done, and how.

Doesn't really matter with what you are doing - it was just my sixpenny worth. <img src="style_emoticons/<#EMO_DIR#>/icon_wink.gif" style="vertical-align:middle" emoid=";)" border="0" alt="icon_wink.gif" /> <img src="style_emoticons/<#EMO_DIR#>/icon_wink.gif" style="vertical-align:middle" emoid=";)" border="0" alt="icon_wink.gif" />
 
With those definitions, indeed "leader" would be more appropriate. It seems that we all try to say the same thing; we just haven't found a proper term for it yet. <img src="style_emoticons/<#EMO_DIR#>/wacko.gif" style="vertical-align:middle" emoid=":wacko:" border="0" alt="wacko.gif" />
 
<!--quoteo(post=232754:date=Jan 7 2008, 10:04 AM:name=Pieter Boelen)--><div class='quotetop'>QUOTE(Pieter Boelen @ Jan 7 2008, 10:04 AM) [snapback]232754[/snapback]</div><div class='quotemain'><!--quotec-->With those definitions, indeed "leader" would be more appropriate. It seems that we all try to say the same thing; we just haven't found a proper term for it yet. <img src="style_emoticons/<#EMO_DIR#>/wacko.gif" style="vertical-align:middle" emoid=":wacko:" border="0" alt="wacko.gif" /><!--QuoteEnd--></div><!--QuoteEEnd-->I wouldn't worry about it too much - after all, we don't know how good THEIR translator is anyway. <img src="style_emoticons/<#EMO_DIR#>/w00t.gif" style="vertical-align:middle" emoid=":woot" border="0" alt="w00t.gif" />

And to get stupid for a minute, (what do you mean - again!!), he may translate "supervisor" as "very good optician"
and "leader" as one who takes the dog for a walk (he he he!) <img src="style_emoticons/<#EMO_DIR#>/razz.gif" style="vertical-align:middle" emoid=":razz" border="0" alt="razz.gif" />
 
Excellent written, nice vocabulary, not too difficult to read <img src="style_emoticons/<#EMO_DIR#>/wink.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink.gif" />

Should we also ask for the tools for CoAS in this letter, or is it written clear enough between the lines, that we of course need them as well in order to move to CoAS eventually?

A quick swirl off the topic: It was nice seeing all the folks in here from old times, only I wish Catalina the Pirate also knew about this. She seemed to be very active once. She is the only one that was´nt in here yet, right?
 
I did send Catalina a PM as well as many others. Some have shown up, most have not. Thankfully most of the main modders did, but Catalina is still missing. <img src="style_emoticons/<#EMO_DIR#>/sad.gif" style="vertical-align:middle" emoid=":(" border="0" alt="sad.gif" />

I wouldn't directly ask for the tools just yet; first see what we get on our "reversed lighting" request. <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />

Another thing we could mention is this:<!--quoteo(post=232727:date=Jan 7 2008, 02:12 PM:name=pirate_kk)--><div class='quotetop'>QUOTE(pirate_kk @ Jan 7 2008, 02:12 PM) [snapback]232727[/snapback]</div><div class='quotemain'><!--quotec-->I don't want to whine but since we want to add <i>banners of new nations</i> into the game I must remaind you about <b>TX Converter limitation of Death</b>: all flags visible in game on masts must be in <u>one</u> file, exactly in <u>one</u> line, which maximum width should be no greater than 2048 pixels. That means that the more flags we add the narrower those flags will need to be, which will negatively affect quality. What's more, I need some space there for Different Flag mod.<!--QuoteEnd--></div><!--QuoteEEnd-->
 
Yes, I have no complains either <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />
 
Additional paragraph then:<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->We're also having some challenges with the limited number of flags we can put into the game. All flags visible in game on masts must be in one file, exactly in one line, which maximum width should be no greater than 2048 pixels. That means that the more flags we add, the narrower those flags will need to be, which will negatively affect quality. We would like to be able to use multiple files for the flags or at least multiple lines. However, we cannot do that because this is hardcoded in the ENGINE or MODULES.<!--QuoteEnd--></div><!--QuoteEEnd-->
 
Great Pieter! It´s not that I am lazy, but I dont think you know, just how much time it takes for me, to get the grammar right, nor can I get our issues pinned down to the exact problem, like you can in a few minutes <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />
 
I AM lazy though. So I just copied half of Pirate_KK's post for that one. <img src="style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" />
 
Hey all, i'm back from christmas holidays, and i've read all the things being said since i left, for information, personally, i'm ok for an engine update but it would be bad if it would prevent people who have not could configurations to play build mod, my opinion is not much but i wanted to say i was ok with all the decisions taken here, i just had one question, after build 14, if we can get the tool, won't we use it to open brand new possibilities to mod that god old potc and keep build going better? Or we'll we definitely move on Coas? i think it would be sad, but about Coas, in any case, you'll be able to count on my few texturing skills <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />
 
I definitly agree with Seb ; we shouldn't decide to move to Coas strait away, before actually testing it. Maybe that isn't clear enough in the letter. 'We are considering'... We should add we'll first finish our Build 14 anyway.

About Dialogs sounds :
<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->The spoken dialog is just something we're experimenting with to see how far we can come with it.<!--QuoteEnd--></div><!--QuoteEEnd-->Good, keep this sentence! <!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->...allowing a dialog sound to start when the dialog is opened...<!--QuoteEnd--></div><!--QuoteEEnd-->That was stock PotC stuff... what about something like 'when the player switch to the next dialog case'<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->...and ended when the next dialog case is started<!--QuoteEnd--></div><!--QuoteEEnd--> ...when another sound is launched to be exact, to avoid sound jam.
<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->Of course lip synchronisation is not present...<!--QuoteEnd--></div><!--QuoteEEnd-->We should tell him he misunderstood us the first time. It's nothing like lip synchronisation with the lips moving to look as if it was saying 'o' when there is a 'o' sound in the dialog... Head's talking animation are from stock PotC, as are the different facial expression (happy, afraid, angry) we can now have - unused stock PotC stuff.
<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->...and it is not feasable to record all dialogs due to workload and filesize limitations.<!--QuoteEnd--></div><!--QuoteEEnd--> ...and is not even wanted ; not talking of size, being the leader of the Build 13 French translation so-called team I know pretty well how often dialog texts are changed. But we are now able to record some dialog texts as Arbitern is doing (nice to see him back btw), which will improve the game ambiant, without any doubt.
 
From what I have seen so far from AoP, it is definitly not worth moving our modding to that platform. However, CoAS might be better in this respect. I think it is quite certain that for any final decision to move on to CoAS, we must first decide if we consider CoAS worth the trouble, which means we will need to play it first. Our current PotC Storm 2.0 engine still allows us PLENTY of opportunity for improvement until Judgement Day as far as I'm concerned and it looks much more realistic to me than at least AoP does. So I pretty much agree with Seb and a simple virtual sailor as well. <img src="style_emoticons/<#EMO_DIR#>/yes.gif" style="vertical-align:middle" emoid=":yes" border="0" alt="yes.gif" />

I've rewritten the letter to accomodate the <i>TX Converter limitation of Death</i>, <i>a simple virtual sailor</i>'s comments on his work on the spoken dialog mod and our intention to finish Build 14 first before moving on to CoAS:<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->Dear Mr. Zaitzev,

Thanks very much for your reply. We have also read the interview with Mr. Yury Rohach on City of Abandoned Ships that was published on <a href="http://rpgvault.ign.com/articles/841/841808p1.html" target="_blank">RPGVault</a> on December 17th 2007 and are quite interested in your game. We are considering to continue our modding work on City of Abandoned Ships once released after finishing PotC Build 14, provided that we can take most of what we have done so far on Pirates of the Caribbean with us. There is such a wealth of good stuff in our current Build mod that naturally we do not want to lose that.

We would also like to support your game, but we don't know what kind of support you might need. Additional information regarding that, would be most welcome. I can assure you that many of our community members are interested in your game and are willing to purchase it when it becomes available.

As for the navigation from island to island without loading to the worldmap, we are pleased to inform you that we have already managed that in such a way that a quantity of polygons restriction in the engine is not a problem. The DirectSail mod made by one of our oldest modding community members allows sailing from island to island without visiting the worldmap. The mod is not perfect, but it does work and adds a lot of gameplay value for those who like to sail in real time. The main problems with this mod are maintaining a proper voyage length. Sailing from island to island on the worldmap takes several ingame days; doing the same in 3D sailing mode takes only a couple of game hours.

The spoken dialog is just something we're experimenting with to see how far we can get with it. One of our modders has made some good progress, allowing a dialog sound to start when the player switches to the next dialog case and ended when another sound is launched, to avoid sound jam. We do not intend to add lip synchronisation; just audio in combination with facial expression (an unused feature from the original PotC game that we have figured out how to re-enable). Also we have no intention of recording all dialog due to workload and filesize limitations; just a couple to hopefully improve the game's ambient and the player immersion.

One of the main things we need help with is to make proper 3D models. With our current tools, we can do some modification of 3D models, but making new models remains a major challenge. We can do it, but we get quite some issues with them. This is most noticable with the completely new ships we've added: They lack proper collision detection (we have to take the collision detection from an existing ship) and the 1st person camera mode is also wrong (also taken from another ship). Also we get what is known as the "reversed lighting effect": When the sun or moon is on one side of the new model, the ship appears lighted as if the light source is on the other side. This looks very weird. We have tried to fix this on many occasions, but have been unable to. Your help with getting ships and other completely new models (character, locations) into the game would be most valuable. One of our members reckons he can figure out how to export his ship properly using Maya if somebody could supply him with a Maya file of a ship, ready to be exported. He already has Maya 5.0 with the appropriate plugin, but lacks the knowledge on how to use them properly.

We're also having some challenges with the limited number of flags we can put into the game. All flags visible in game on masts must be in one file, exactly in one line, which maximum width should be no greater than 2048 pixels. That means that the more flags we add, the narrower those flags will need to be, which will negatively affect quality. We would like to be able to use multiple files for the flags or at least multiple lines. However, we cannot do that because this is hardcoded in the ENGINE or MODULES.

Also since you have experience with porting modding work from the Storm 2.0 engine to the Storm 2.5 and Storm 2.8 engines, your help with that would also be most appreciated.

Thanks a lot for all your help.

With kind regards,

Pieter Boelen
Community Leader<!--QuoteEnd--></div><!--QuoteEEnd-->
 
So...? Any additional thoughts or does this sound about right to you? <img src="style_emoticons/<#EMO_DIR#>/rolleyes.gif" style="vertical-align:middle" emoid=":rolleyes:" border="0" alt="rolleyes.gif" />
 
Sounds good to me. Hopefully the community gets the tools (especially for ship importing/proper collision data <img src="style_emoticons/<#EMO_DIR#>/w00t.gif" style="vertical-align:middle" emoid=":woot" border="0" alt="w00t.gif" /> ) and informations needed to make NH one of the best pirate games ever.

I´d also suggest to start working on a CoAS Build mod - if its as good and modable as they claim and then with a small team - as soon as it gets released. The Pirates Ahoy community is the only western modding "team" for the Storm Engines and this should stay so. Providing a platform for people who want to mod CoAS should be a major concern for us cause it´d certainly bring new members who might even do some work on good ol´ POTC.

just my two cents <img src="style_emoticons/<#EMO_DIR#>/laugh.gif" style="vertical-align:middle" emoid="xD:" border="0" alt="laugh.gif" />

Regards,
Bava
 
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