Yes that will be the case. So if nothing more is done that special flag will be visible in Turks too. Maybe it's possible to set/reset
things so not wanted flags will be raised.
things so not wanted flags will be raised.
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So, I should add my flag in "perflg7.tga.tx", right?'Flags.Personal.texture' is the row, and it starts at 0, but flag texture files start at 1. So a value of 1 there means the flag is in "perflg2.tga.tx". If you're going to add a new one, it will either need to replace one of the three remaining empty slots on the last row or it will replace an existing flag. Assuming it's taking one of the empty slots in row 7, that means you'll want 'Flags.Personal.texture' to be 6.
Small engine bug, it seems.Yes, I guess all flags behave that way in POTC.
ref cmdr = CharacterFromID("Fernando Suarez");
CaptureTownForNation("Quebradas Costillas", PERSONAL_NATION);
cmdr.nation = PERSONAL_NATION;
cmdr.Flags.Personal = 4;
cmdr.Flags.Personal.texture = 6;
Towns[GetTownIndex("Quebradas Costillas")].gov = "Fernando Suarez";
Locations[n].townsack = "Quebradas Costillas"; // KK
Of course, I always do a location reload.Does it not show after a location reload?
The most weird is if I rename my custom perflg7.tga.tx to perflg6.tga.tx, the flag will show up.Alternatively, it could be this feature doesn't fully work yet.
Does it happen to be the same flag texture that your own player flag is on?
It's not a bug, it's a feature or engine limitation. It's the necessary result of texture files which only show one side of each flag, and its fine for almost all flags including all natonal flags. For example, the French tricolour has the blue bar to the left, near the mast; the reverse side is its mirror with blue to the right, again near the mast.Small engine bug, it seems.
@Jack Rackham: perhaps this is the same problem you had with the pirate flag on the fort or flagpole, which only appears if it is in one particular file, tied to the period? "A Family Story" is set in the "Napoleonic" period which, if it is the same problem, would correspond to "flags.personal.texture" needing to be 5.I noted the only value working is 5 for the Flags.Personal.texture (for the other values, no flag will appear in the location).
But, this value 5 uses the perflg6.tga.tx file and in my case I must add the flag in perflg7.tga.tx.
Anyone knows why the game only accept the perflg6.tga.tx file?
Pretty much what I meant.It's not a bug, it's a feature or engine limitation. It's the necessary result of texture files which only show one side of each flag, and its fine for almost all flags including all natonal flags. For example, the French tricolour has the blue bar to the left, near the mast; the reverse side is its mirror with blue to the right, again near the mast.
If it showed the same face from both sides, a lot more flags would be wrong, starting with most of the national flags. The only ones which really look wrong due to the reverse being the mirror image of the front are those with writing, such as the EITC flag, or that American flag - which is itself either a bug or an engine limitation. It's the US Navy jack and should only be on the jackstaff of an American warship, but the game doesn't allow different flags on different masts.Pretty much what I meant.
It's possible to do the UV mapping so it shows right from both sides, but the game engine developers didn't do that.
Probably thought it would never be necessary.
Hmm... That's a fair point. Indeed there would've been no way to get it both right, without independent textures on either sides.If it showed the same face from both sides, a lot more flags would be wrong, starting with most of the national flags.
If someone were creative enough, I'm certain it could be accomplished.The only ones which really look wrong due to the reverse being the mirror image of the front are those with writing, such as the EITC flag, or that American flag - which is itself either a bug or an engine limitation. It's the US Navy jack and should only be on the jackstaff of an American warship, but the game doesn't allow different flags on different masts.
Difference might be between PERSONAL_NATION and PRIVATEER_NATION. I don't dare guarantee that Privateer works as well as Personal does.@Jack Rackham: how are you using the Swedish and Irish flags? Is it the same way that you're using the Blackbeard flag, or do they go somewhere else? Personal and Pirate flags aren't normally tied to period, otherwise any sidequest which used one wouldn't work in the wrong period and pirate ships would routinely show no flag at all if they randomly picked one from the wrong file. Even on forts, Personal flags aren't normally tied to period because Nathaniel Hawk's default flag is in "perflg3.tga.tx" but his storyline is in "Colonial Powers", yet his flag shows up when you capture Bridgetown.
Yesterday, I did some tests with other values for the Flags.Personal.Texture and even Flags.Personal. Nothing was working except for Flags.Personal.texture=5.@Bartolomeu o Portugues, could you as an experiment set your flag to be from any file except "perflag6.tga.tx" and "perflag7.tga.tx"? It doesn't need to be the correct flag for your story; just see what happens if, for example, you set "Flags.Personal.Texture" to 3 and "Flags.Personal" to 2. If the problem is matching the flag file to the period then that won't show up either; if it's a problem with row 7 then those numbers should produce an older French style flag.
Try PERSONAL_NATION instead of PRIVATEER_NATION and see if that changes the behaviour.Yesterday, I did some tests with other values for the Flags.Personal.Texture and even Flags.Personal. Nothing was working except for Flags.Personal.texture=5.