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    Maelstrom New Horizons


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To-Do list for Build 13

Pieter Boelen

Navigation Officer
Administrator
Storm Modder
Hearts of Oak Donator
Please see below for the to-do list for Build 13. We need to get these done before Build 13 will be released, so it would be great if I could get some help with these issues before or during this weekend. If you know of anything that is not on the list but should be, please say so.

<i>1] BuildSettings.h needs cleaning up</i>
Anyone wants to do that? If nobody does want to, I can try myself, but I don't have that much time.

<i>2] Finishing the new islands (adding officiants, locations and characters)</i>
Pirate_KK is working on those.

<i>3] Fixing the tutorial</i>
Pirate_KK is working on that.

<i>4] Character pictures for the new model selection in the Choose Character interface</i>
Maximus will be making those. <b><!--coloro:#CC0000--><span style="color:#CC0000"><!--/coloro-->DONE!<!--colorc--></span><!--/colorc--></b>

<i>5] Working Maltese Knight Abbey</i>
I noticed in the latest IncredibleHat update that this isn't working entirely right. I sent him an e-mail asking if he can look at that.
<!--coloro:#CC0000--><span style="color:#CC0000"><!--/coloro-->Edit: Most of the Abbey DOES work right, except the part where you get when you enter the labyrinth through the Oxbay Sewer<!--colorc--></span><!--/colorc-->

<i>6] Compiling the final Build 13</i>
I'll be doing that, of course. If everything goes OK, Hook will be there next weekend to help.

<i>7] Making an installer file</i>
I could use some help with that. I made a seperate thread on that <a href="http://www.piratesahoy.com/forum/index.php?showtopic=8230&hl=" target="_blank">here</a>.

<i>8] Manual/ReadMe for Build 13</i>
This is quite important to help new players to play the mod. There is a seperate thread on that <a href="http://www.piratesahoy.com/forum/index.php?showtopic=7712&hl=" target="_blank">here</a>.
 
<!--sizeo:3--><span style="font-size:12pt;line-height:100%"><!--/sizeo--><b>Working on improving BuildSettings.h</b><!--sizec--></span><!--/sizec-->

I am currently working on making BuildSettings.h be more easily modified. I am reordering the settings, renaming a few, changing the description, grouping the settings properly, etc. Have a look at what I'm doing below. Does that look better? Do you have any suggestions?

I have also removed the ENABLE_POTCMODHELPER setting. Instead, if you change START_LOCATION to something else than "Tutorial_Deck", then the original modhelper functionality works. But only if you start as Nathaniel Nation. This is useful: You can set it to "Oxbay_Port" and skip the tutorial that way if you select Nathaniel Nation.

<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->/*+++++++++++ TWEAKS AND SWITCHES FOR MODS ++++++++++++++
In this list you can customize the keyfeatures of the latest mods to your liking. Or disable them completely.
Change the digits and values in the middle column according to the explanations behind.
Note that anything behind the comment mark (//) has no effect in the code!
*/


// STARTING OPTIONS:
// =================
#define CHOOSABLE_NEWGAMESKILLS            0        // 0: Have random skills picked on new game character selection
                                                // 1: Allow you to pick your extra skills on a new game
#define START_LEVEL                        1        // The level at which the player starts the game
#define START_MONEY                        1000    // The amount of money your party starts the game with
#define START_WEALTH                    500        // The amount of wealth you start the game with
#define START_SHIP_NATION                0        // The nation which built your ship determines the ship's stats

#define START_LOCATION             "Tutorial_Deck"    // Default: "Tutorial_Deck"
#define START_HARBOUR             "Oxbay_port"    // Default: "Oxbay_port"

// GENERAL MODS:
// =============
#define FOOD_ON                            1        // 1: The crew requires food (wheat) and drink (rum) to stay alive and happy
#define IT_RPG_STYLE                    1        // 0: Traders will have items based on their own random level. Players can buy VERY good items at the beginning of the game
                                                // 1: Traders will not have items that are too good for the player
#define SY_RPG_STYLE                    1        // 1: Shipyards will not sell outclassed ships to low level players



// LAND FIGHT MODS:
// ================
#define CANNOT_RELOAD_WHILE_FIGHTING    1        // 1: Cannot reload gun while sword is drawn
#define USEMAXPOTION_ONKEYPRESS            0         // 0: If pressing the use potion key, the SMALLEST potions will be used first
                                                // 1: If pressing the use potion key, the BIGGEST potions will be used first
                                                
#define CORPSEMODE                        2        // 0: Stock POTC functionality, no bodies laying around, no looting ability
                                                // 1: Corpses will persist, but will not be manually lootable
                                                // 2: Corpse persists and can be manually looted of items
                                                // WARNING: Until a body is looted, the body will create an impassible obsticle!
#define AUTOLOOT_ON                        0        // 0: No automatic looting of killed characters
                                                // 1: Autoloot killed characters of their Blade/Gun/Money (This can be combined with CORPSEMODE 2 as any leftover items not autolooted will be left on the corpse)
#define AUTOLOOT_BOARDINGS                1        // 0: Lootable bodies will be made during boardings (if CORPSEMODE = 2)
                                                // WARNING: Lootable bodies during boarding can cause serious movement and fighting issues as bodies create obstructions UNTIL manually looted!
                                                // 1: No lootable bodies will ever be made during boardings
#define CORPSE_AUTODISAPPEAR            90000    // Time in ms before a LOOTABLE corpse automatically disappears
                                                // 0: Disable the automatic disappearing of LOOTABLE corpses


// SEA BATTLE MODS:
// ================
#define START_DIFF_SHIPCAP                0        // 1: Takes player's level and ship class into account when generating encounters

// INTERFACE MODS:
// ===============
#define RANSOM_PRISONERS                1        // 0: Prisoners are ransomed through the Passengers interface
                                                // 1: Prisoners are ransomed by talking to them on your deck. You can also hire them as officers
#define AUTOHIRECREW_ONCHANGESHIP        1         // 1: Automatically hire extra crew when repairing your ship or buying a new one at shipyard
#define ALLOWBERTHING_ONLYAT            ""        // Set to "shipyard" to allow ship berthing only at a shipyard
#define ENABLE_SKILLUP_IFZERO            1         // 1: If a character has 0 for a skill, you can increase it anyway
#define ENABLE_VIDEOS                     1         // 0: Disable videos in the game
#define ENABLE_EXTRA_SOUNDS             1         // 0: Disable added sound effects


// LOG NOTIFICATIONS:
// ==================
#define SHOWHP_PLAYER                    0         // 1: Show HP text (i.e. 65/128) for player
#define SHOWHP_OFFICERS                    1         // 1: Show HP text (i.e. 65/128) for officers
#define SHOWHP_OTHERS                    1         // 1: Show HP text (i.e. 65/128) for other characters
#define ARMOR_ALWAYSSHOW                 1         // 1: Always show log about armor if character taking damage has armor
#define AUTO_SHOW_NAME_HP                1        // 0: Disable the automatic showing of the name of the person you're facing


// TWEAKS:
// =======
#define PLAYER_HITPOINTS_PER_LEVEL        10        // The amount of hitpoints, which is added to the main character's maximum hitpoints each level up
#define PLAYER_START_HITPOINTS            40        // The amount of hitpoints, the main character starts with at level 1
#define OPRICE_LEVEL_MULT                0.5        // What % of full price-per-rank increase an officer gets on leveling up. I.e. when this is 0.5, price goes up by 100 per rank



// OTHER STUFF:
// ============
#define ENABLE_CHEATMODE                0        // 1: Enable cheatmode (cheats triggered with numpad buttons)<!--c2--></div><!--ec2-->
 
At the moment the only thing I'm really waiting for is Pirate_KK's fixes. I am cleaning up BuildSettings.h myself and I should be done with that later tomorrow. When I'm done I'm going to experiment with making the installer file.

Can everybody PLEASE tell me what stuff they are working on that should be added to the final Build 13 version? This goes especially for Hook: I KNOW you're working on some stuff, but I'm not entirely sure which of that stuff should go into Build 13.
 
I just made a bug fix to LAi_boarding.c so that a ship that surrenders will be changed back from neutral to the original nation as soon as you board it. This means if you board a surrendered Spanish ship, for example, you'll get a Spanish captain instead of the pirate one you got before. This change should go in Build 13 final.

I'm still working on AICannon.c to get proper firing heights for chainshot. So far it's working well. Only problem is once you get to accuracy skill level 10, you're pretty much guaranteed to shred the opponents sails in just a few broadsides, especially if you rake them.

I added a normalized random number function to the ships' aiming, which will reduce but not eliminate the wild misses you get now on lower accuracy skill. Ships with low accuracy should get a few more hits.

Those last two changes should probably go in Build 13.1. I'll send the files to you as I get them completed.

Hook
 
my havana should be left out, i am still trying to make it work, and finish the rest of the city. I only have the port and 1 town part.
 
To Hook: I will add your boarding fix in. Nice that you finally got that one ironed out. That was a weird bug.

Your cannon code will be in Build 13.1 then. <img src="style_emoticons/<#EMO_DIR#>/yes.gif" style="vertical-align:middle" emoid=":yes" border="0" alt="yes.gif" />

To Thomas the Terror: Please post somewhere what problem you have. I'd be happy to try and help you get it to work. When Build 13 is done, that is... <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />
 
The change to turn rates based on sail damage is up to you. Put it in Build 13 or 13.1 whichever you like. It shouldn't cause problems and can be toggled off.

The change to cannon load speed is also up to you for which build you want to put it in. Again, shouldn't cause problems and can be toggled off.

The newest things I'm working on you don't have copies of yet, so definitely for a later release. <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />

Hook
 
I won't add any new features in at all, only bugfixes. Just to be sure. <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />
 
Hello there,
just a unique question, in the name of some friends of my that don't speak English very well :
in what language(s) will this Build 13 be released?...
 
I have *finally* been able to do something I've wanted to do for a long time. I added an on-screen clock for when you're at sea. It's a simple time display, using the log, but a special log call that makes the string stay until it's cleared. I even figured out how to get better than 5 minute resolution by adding seconds from SeaTime. While it displays to the minute, it still has about a 5 minute accuracy. You might see the clock jump ahead by a couple of minutes shortly after going on deck.

Just a little something for 13.1. <img src="style_emoticons/<#EMO_DIR#>/biggrin.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin.gif" />

Hook

PS. Pieter, I was online for a few hours this morning but didn't see you. Sorry, was hoping to be able to help.
 
<!--quoteo(post=161957:date=Sep 17 2006, 01:46 PM:name=Thomas the Terror)--><div class='quotetop'>QUOTE(Thomas the Terror @ Sep 17 2006, 01:46 PM) [snapback]161957[/snapback]</div><div class='quotemain'><!--quotec-->
English and russian. you have a switch to switch between russian and english.
<!--QuoteEnd--></div><!--QuoteEEnd-->

I see. As the previous build versions so.
Is anyone in this forum doing, have done, or wish to do some translating job?...
I've got some friends who <i>might</i> be interested to join them, and help a little.
(I said MIGHT and LITTLE alas).
 
I think that there is nobody around who will help with a translation. We will be happy to point you to the files that need editing, but I don't think anybody wants to do the actual translating stuff. So the only way to get things translated would be if you find some people to help you yourself. <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />

To Hook: I still await Pirate_KK's files. I think the mod is otherwise complete. I still want to improve BuildSettings.h, but I'll work on that later. I will send you the current PROGRAM folder later today or tomorrow for you to have a look at.
 
<!--quoteo(post=162039:date=Sep 18 2006, 03:54 AM:name=Pieter Boelen)--><div class='quotetop'>QUOTE(Pieter Boelen @ Sep 18 2006, 03:54 AM) [snapback]162039[/snapback]</div><div class='quotemain'><!--quotec-->
We will be happy to point you to the files that need editing<!--QuoteEnd--></div><!--QuoteEEnd-->

Well, that's just fine. I don't think there is that much translating job to be done, if we take what have already done for the Europeans versions.
I had tried myself to translate in french all the menus, items, etc of one previous version of build 12 something and it worked just fine. The main problem was the dialog files, but if you point me those that have been changed, it might go fast... The problem is about the 'font_new.ini' and its friends. You made it compatible with the Russian version of the game, witch remove all possible accents for a french or portuguese translation (for exemple). You'll have to explain me how to write this in order to have both russian an other language working correctly... Now another thing : to make my french interfaces, I added a 'bInterfaceFr' check based on the 'bInterfaceRus' of the Build. It worked in the interfaces, but never in the dialogs, I always ended up with "cannot open the dialog whatever_c that's assigned to me" or something similar. I'm not too good with programing stuff, so I will need a little of help...
 
It will be very complicated to actually enable the French language in the same way as the Russian one, so you can switch languages through the interface.

Instead, I would recommend you to replace all files in the RUSSIAN folders with French text. Just search your PotC folders for "RUSSIAN" and replace everything inside with French stuff.

We are well aware of the problem with the Russian language font. It is still one of the things we very much want to have fixed, but somebody will have to do and and it seems that nobody wants to. <img src="style_emoticons/<#EMO_DIR#>/modding.gif" style="vertical-align:middle" emoid=":modding" border="0" alt="modding.gif" />

If you get your French translation done, please send all files to me and I'll make it available as additional download for all people who want to play the game in French. <img src="style_emoticons/<#EMO_DIR#>/yes.gif" style="vertical-align:middle" emoid=":yes" border="0" alt="yes.gif" />
 
<!--quoteo(post=162043:date=Sep 18 2006, 04:28 AM:name=Pieter Boelen)--><div class='quotetop'>QUOTE(Pieter Boelen @ Sep 18 2006, 04:28 AM) [snapback]162043[/snapback]</div><div class='quotemain'><!--quotec-->
...We are well aware of the problem with the Russian language font. It is still one of the things we very much want to have fixed, but somebody will have to do and and it seems that nobody wants to. <img src="style_emoticons/<#EMO_DIR#>/modding.gif" style="vertical-align:middle" emoid=":modding" border="0" alt="modding.gif" />

...<!--QuoteEnd--></div><!--QuoteEEnd-->
Isn't that what my idea addresses?

We change the "Fonts_new.ini" so it internally points to the original Build 12 font.tga files instead of the font_rus.tga files.

This would work for French and Spanish translations as well as the Build 12 font.tga textures are ANSI Characters I believe.
 
I'll try to do that. I don't like the original font that much, but it's better to have proper spelling than a good-looking font.
 
I tried using your file now, Petros. It does work, but the font sizes are a bit overdone. See attached screenshots.
I still like the Russian font better and would love to have proper European font that looks the same as the Russian one. But in the meantime we should get the sizes of the English fonts back to normal. <img src="style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" />
 
<!--quoteo(post=162115:date=Sep 18 2006, 02:32 PM:name=Pieter Boelen)--><div class='quotetop'>QUOTE(Pieter Boelen @ Sep 18 2006, 02:32 PM) [snapback]162115[/snapback]</div><div class='quotemain'><!--quotec-->
I tried using your file now, Petros. It does work, but the font sizes are a bit overdone. See attached screenshots.<!--QuoteEnd--></div><!--QuoteEEnd-->

I pointed that out myself in another thread.
It was to compensate for my less than perfect eyesight.

The idea was for someone to use my technique and just change the PCscale numbers back to original.

<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->I still like the Russian font better and would love to have proper European font that looks the same as the Russian one. But in the meantime we should get the sizes of the English fonts back to normal. <img src="style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" />
<!--QuoteEnd--></div><!--QuoteEEnd-->

I guess no one is willing to edit the fonts.ini <img src="style_emoticons/<#EMO_DIR#>/dunno.gif" style="vertical-align:middle" emoid=":shrug" border="0" alt="dunno.gif" /> especially as it's going to be tossed out eventually if you do get the new font textures.

If I find time, I'll redo the file for you <img src="style_emoticons/<#EMO_DIR#>/modding.gif" style="vertical-align:middle" emoid=":modding" border="0" alt="modding.gif" />
 
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