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About mixing builds

berinhardt

Landlubber
Storm Modder
is it possible to use the Build 12 with the islands map and the select characters interface from the build 13?
 
I'm sure it is, with some work. You'd probably need to merge a lot of code and copy over resources but it should certainly be possible. But why not use Build 13 Final?
 
build 13 final runs too slow in my machine, and build 14 is worse, so i need to put the best thing of them into build 12... like Build 13 Sparrow's model and the map
the problem with the code is the lack of documentation, i mean, half of the comments are like "//(userName) (date)" or in a kind of strange language with lots of tiny points upon vowels and it's really hard to imagine what in the hell each file really does!
 
the maximum i did was to get the model of a ship from a mod to another, so i cant help....but i believe it is possible to mix many things without coding anything....just a thought :p
 
I'm trying to locate files in wich each island appears, i downloaded a file called Islands.7z from the FTP, but it has the code for build 14 i think, so far i learned that somebody made a change between build 12 and 14 in the way that the islands and towns are declared in TownTable.c, is anything like a changelog out there?

I found Islands.7z pretty useless, instead i worked on Build 13 Final and i could put the island on the map with their names (copied the model, texs and worldmap_init.c) but when i tried to merge Islands_init.c i couldn't even leave to the map... Can anybody help me?
islands_init.c from 13 is almost the same as island_init.c from 12.1 and i even removed the LanguageGetLanguage() function from the loading images but nothing...
 
Build 14/13 and 12.1 code CAN'T be mixed since a lot of code is TOTALLY rewritten in the 13, and 14 build versions. The whole map thing is rewritten by pirate_kk and Maximus for the realistic caribbean. So if you aren't a DAMN good coder with much time. You can't do anything with it.
 
I've merged seadogs.c and globals.c but then when i tested the engine throws duplicated Variable name, and when i looked at the codeline refered i realized that it was talking about for's var or the arg of a func. Can anybody help me? i need to know the scope of this vars... isn't it as in C? why then it throws that exception?
 
<!--quoteo(post=274084:date=Aug 19 2008, 02:28 AM:name=Thomas the Terror)--><div class='quotetop'>QUOTE (Thomas the Terror @ Aug 19 2008, 02:28 AM) <a href="index.php?act=findpost&pid=274084"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Build 14/13 and 12.1 code CAN'T be mixed since a lot of code is TOTALLY rewritten in the 13, and 14 build versions. The whole map thing is rewritten by pirate_kk and Maximus for the realistic caribbean. So if you aren't a DAMN good coder with much time. You can't do anything with it.<!--QuoteEnd--></div><!--QuoteEEnd-->

Well you learn something new everyday. I spoke out of ignorance, having never seen or used any build prior to 13 Final <img src="style_emoticons/<#EMO_DIR#>/dunno.gif" style="vertical-align:middle" emoid=":shrug" border="0" alt="dunno.gif" />
If you're a learned Java programmer. Mr.Berinhardt, I suggest you spend a few weeks completing a C or C++ course. As Java is a rigid, templated language dependant on class hierarchies you may not comprehend how C and C++ works. A strong understanding sounds like a definate prerequisite in such an undertaking as this.

Cheers <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />
 
well, perhaps you are right, i'm not nearly as good with C as i'm with java, but as far sa i remember from the time in wich io used to study C, the scope of the I var in a state like for(int i = 0; i < MAX_I; i++) is only the for block, I mean, it can't throw an exception if i put another for loop after closing the brackets, even if i use the same name for the looping var!!!
 
No, that should not be a problem. Prvovided MAX_I is either a variable declared at some point previous in the code, or a preprocessor Macro( more likely as it is standard convention to write preprocessor macros entirely in capital letters) it should work.

More likely it is a silly error some place previous to this point, a forgotten semi-colon, curly brace or bracket is most obvious.
 
but if i change the second for var and name it "it" the game doesn't crash at that point but crashes on another function in wich i declare another int i!!!!! quite weird, isn't it? i'll reinstall Stock and copy manually Build 12, and then merge build 13 map

it will take me almost the rest of my life to sort and organize that, but i have no choice
 
Well that's the nature of these sorts of errors, they don't cause fault where they're located or even immediately after. Often way down the "line" as it were.

I'm just supposing, but it looks like the sort of familiar old syntax error I'm familiar with. They're tedious and time consuming to track down because the fault may seem to be in another source file entirely when it is not.
 
so you say that i should check the sintax of the seadogs.c file and if it's okay i should continue with the include list?? ...quite a work... I'll try it
 
Can it be done? In theory, yes.
Is it doable? HEEEELLLL NO!!!!
I recommend you don't even try, because it is going to be ONEHELLUVA big job.
You can try to download the Pre Build 13 Base version.
It might still be floating around somewhere, such as on www.piratesahoy.net/build

Islands.7z is an update containing three new islands for Build 14.
No point in using it in Build 12.1.
 
<!--quoteo(post=274156:date=Aug 19 2008, 12:02 PM:name=BerinHardt)--><div class='quotetop'>QUOTE (BerinHardt @ Aug 19 2008, 12:02 PM) <a href="index.php?act=findpost&pid=274156"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->so you say that i should check the sintax of the seadogs.c file and if it's okay i should continue with the include list?? ...quite a work... I'll try it<!--QuoteEnd--></div><!--QuoteEEnd-->

No, I'm just suggesting a possible error going on previous experience. I have no idea what you've done with the files thus far, but I assume it worked before you started. So begin at where you added something and search through that.

Really though you should listen to what Pieter said.
 
Sorry doctor, but that wasn't the problem... i don't know, i'm reinstalling stock now, i'll merge with 12 handly and clean the code a bit, then i'll merge with 13 Final, and if anyone can tell me where and how are the cities and locations declared i'll be really pleased... i'm getting a bit tired of this

BUT I LIKE 12.1! and now it's quite personal i won't lose that battle <img src="style_emoticons/<#EMO_DIR#>/duel_pa.gif" style="vertical-align:middle" emoid=":ixi" border="0" alt="duel_pa.gif" /> (although it seems to be lost)
 
For adding locations, and Islands you need: Towns.init, All the location .c files of the islands (I think the build 13 files are compatible) islands.init AND worldmap.c
 
that's the spirit! i was getting a bit depressed 'cause everybody tells me to stop doing this <img src="style_emoticons/<#EMO_DIR#>/laugh.gif" style="vertical-align:middle" emoid="xD:" border="0" alt="laugh.gif" />

btw can anybody tell me the diference between including and LoadSegment?

I've split the Islands_init.c into a file for each Island and each file contains a function called init_Townname and i pass n as a pointer
I init the Island and at the end i increment n
then, when i finish with the Islands i set ISLANDS_QUANTITY = n so at the end its the same

I was wandering if this could be useful to tidy up the code...

i'm convinced that modding would be easier and faster if we clean all those .C files and document them well
 
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