• New Horizons on Maelstrom
    Maelstrom New Horizons


    Visit our website www.piratehorizons.com to quickly find download links for the newest versions of our New Horizons mods Beyond New Horizons and Maelstrom New Horizons!

An ambitious project

<!--quoteo(post=308555:date=Mar 24 2009, 08:50 AM:name=Thomas the Terror)--><div class='quotetop'>QUOTE (Thomas the Terror @ Mar 24 2009, 08:50 AM) <a href="index.php?act=findpost&pid=308555"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Well, ofcourse you can use it as an officer <img src="style_emoticons/<#EMO_DIR#>/wink.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink.gif" />. I will keep his face as it is, but he still looks Spanish (but I will have to change his eye colour from deep blue to brown. No problemo.<!--QuoteEnd--></div><!--QuoteEEnd-->
good <img src="style_emoticons/<#EMO_DIR#>/me.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="me.gif" />
<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->About the spies, you mean that they should wear military clothes or civilian?<!--QuoteEnd--></div><!--QuoteEEnd-->
English military clothes <img src="style_emoticons/<#EMO_DIR#>/yes.gif" style="vertical-align:middle" emoid=":yes" border="0" alt="yes.gif" /> . Just a bit different from your models.

BTW : About the main character, I would also like to have the 3 kinds of armor. The <i>normal model</i> for them.
I will let the <i>original model </i>for the SuperDurnius upgraded Machete.
 
A thought I just had... should we have the "Build End Credits" show up at the end of ALL the main quests?
It'd give credit to everybody involved and also indicate clearly that the quest IS indeed over.
Of course you would be able to continue with free play afterwards. No need preventing people from doing that. <img src="style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" />

Alternate idea... what if there'd be a seperate "Credits" movie for each storyline to show who contributed to that particular storyline?
 
One more thing... you should use <i>DeleteAttribute(&Locations[FindLocation("Muelle_town_exit")],"vcskip");</i> instead of
<i>Locations[FindLocation("Muelle_town_exit")].vcskip = false;</i> . I don't think setting the attribute to <i>false</i> works.
 
<!--quoteo(post=324840:date=Jun 4 2009, 03:09 AM:name=Pieter Boelen)--><div class='quotetop'>QUOTE (Pieter Boelen @ Jun 4 2009, 03:09 AM) <a href="index.php?act=findpost&pid=324840"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->A thought I just had... should we have the "Build End Credits" show up at the end of ALL the main quests?
It'd give credit to everybody involved and also indicate clearly that the quest IS indeed over.
Of course you would be able to continue with free play afterwards. No need preventing people from doing that. <img src="style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" />

Alternate idea... what if there'd be a seperate "Credits" movie for each storyline to show who contributed to that particular storyline?<!--QuoteEnd--></div><!--QuoteEEnd-->
I reckon seperate "Credits" for each storyline as when Credits are really long they bore people out, alternativly we could place a quest book entry for every quest saying congratulations you finished the game sail to ... if you want to see everyone who participated in the making of the Build Mod <img src="style_emoticons/<#EMO_DIR#>/laugh.gif" style="vertical-align:middle" emoid="xD:" border="0" alt="laugh.gif" />
 
<img src="style_emoticons/<#EMO_DIR#>/24.gif" style="vertical-align:middle" emoid=":rofl" border="0" alt="24.gif" />
 
<!--quoteo(post=324843:date=Jun 3 2009, 06:16 PM:name=Pieter Boelen)--><div class='quotetop'>QUOTE (Pieter Boelen @ Jun 3 2009, 06:16 PM) <a href="index.php?act=findpost&pid=324843"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->One more thing... you should use <i>DeleteAttribute(&Locations[FindLocation("Muelle_town_exit")],"vcskip");</i> instead of
<i>Locations[FindLocation("Muelle_town_exit")].vcskip = false;</i> . I don't think setting the attribute to <i>false</i> works.<!--QuoteEnd--></div><!--QuoteEEnd-->

EDIT : I made a mistake when I read this post the first time.

So, I'll check if I've got this problem. If yes, in a future update I'll do the change. <img src="style_emoticons/<#EMO_DIR#>/onya.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="onya.gif" />
 
<!--quoteo(post=324840:date=Jun 3 2009, 06:09 PM:name=Pieter Boelen)--><div class='quotetop'>QUOTE (Pieter Boelen @ Jun 3 2009, 06:09 PM) <a href="index.php?act=findpost&pid=324840"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->A thought I just had... should we have the "Build End Credits" show up at the end of ALL the main quests?
It'd give credit to everybody involved and also indicate clearly that the quest IS indeed over.
Of course you would be able to continue with free play afterwards. No need preventing people from doing that. <img src="style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" />

Alternate idea... what if there'd be a seperate "Credits" movie for each storyline to show who contributed to that particular storyline?<!--QuoteEnd--></div><!--QuoteEEnd-->
Do as you like Pieter. Anyway, Both main quests will be finished not before November. So, we have time for thinking about that.
 
Last weekend I was working on the opening scene of the Jack Sparrow quest and noticed there still weren't any random characters even after setting it to false.
Then I remembered that the code does a CheckAttribute instead of checking if the attribute is true.
I'm thinking we might have to change that so it'll accept <i>false</i> too.
Anyway, I already replaced all assignments to <i>false</i> with DeleteAttributes, so it should be good in the next patch.

BTW: Have you got any idea when we might see your next additional quest scenes? I'm rather looking forward to seeing what else you've come up with. <img src="style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" />
Have you been able to use the dead general yet?
 
I just checked and the vcskip indeed DOES use a <i>CheckAttribute</i>. In PROGRAM\LEnc_monsters.c:<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->                    if(rand(10)>2){Random_pirates_group(RAND(4));}
                }
            }

            if(CheckAttribute(location,"vcskip") && TOWN_VCSKIP_DISABLEALL) return false;
            LEnc_MonstersLoginObject.type = "town";
            if(isDay()) { if(frnd() > TOWN_ENC_CHANCE) { return false; } }<!--c2--></div><!--ec2-->
So setting the attribute to <i>false</i> won't make any difference.

Also interesting to note is that you can add the attribute to the player too: <i>pchar.vcskip = true</i>.
In that case, there won't be any random characters anymore anywhere until you remove the attribute again.

I think it's pretty important that these attributes are added and removed at appropriate points in the quests to prevent random characters interfering. <img src="style_emoticons/<#EMO_DIR#>/mybad.gif" style="vertical-align:middle" emoid=":facepalm" border="0" alt="mybad.gif" />
 
<!--quoteo(post=325046:date=Jun 4 2009, 07:56 AM:name=Pieter Boelen)--><div class='quotetop'>QUOTE (Pieter Boelen @ Jun 4 2009, 07:56 AM) <a href="index.php?act=findpost&pid=325046"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->BTW: Have you got any idea when we might see your next additional quest scenes? I'm rather looking forward to seeing what else you've come up with. <img src="style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" />
Have you been able to use the dead general yet?<!--QuoteEnd--></div><!--QuoteEEnd-->
The last quest for the Bartolomeu Main Quest only when I finish the Assassin Main Quest seeing this quest is linked with the last quest I will make for the Assassin Main Quest.

About the second quest of the Assassin Main Quest only at the end of this month. I'm still not happy with the scenario of this quest. I try to improve it but my imagination has limits <img src="style_emoticons/<#EMO_DIR#>/modding.gif" style="vertical-align:middle" emoid=":modding" border="0" alt="modding.gif" />

About the dead general, don´t worry I will use it in the Bomb scene <img src="style_emoticons/<#EMO_DIR#>/laugh.gif" style="vertical-align:middle" emoid="xD:" border="0" alt="laugh.gif" />

By the way, I'm still waiting for the Time Bomb interface picture <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" /> (and the amours for the Thomas ' Johan Elting model).

Here's a new update for you.
 
So that walk file WAS the right now? You were really lucky then! <img src="style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" />
Does the dead general model work ingame yet? I wonder how you'd have to use him... character model wouldn't work, I imagine.
What do you need imagination for? Maybe some of the other forum members can help you with some ideas?
 
Did you test the dead general ingame Pieter ? Have you found any problem <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />

About the scenario, I think I'll find a solution. I'm still optimistic <img src="style_emoticons/<#EMO_DIR#>/laugh.gif" style="vertical-align:middle" emoid="xD:" border="0" alt="laugh.gif" /> Just need more time. I try to include one or two surprises in the scenario.
 
No, I haven't tested him ingame yet. I'm not sure how to do that either, since he's clearly not an ordinary character model.
Have you done anything with him yet?
 
Do you happen to know why there's any reference in the code to Havana_town_04?
There's just two reloads pointing there, but the location doesn't exist. Strangely enough, a reload screen for that location DOES exist. <img src="style_emoticons/<#EMO_DIR#>/wacko.gif" style="vertical-align:middle" emoid=":wacko:" border="0" alt="wacko.gif" />
 
<!--quoteo(post=325568:date=Jun 5 2009, 04:21 PM:name=Pieter Boelen)--><div class='quotetop'>QUOTE (Pieter Boelen @ Jun 5 2009, 04:21 PM) <a href="index.php?act=findpost&pid=325568"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->No, I haven't tested him ingame yet. I'm not sure how to do that either, since he's clearly not an ordinary character model.
Have you done anything with him yet?<!--QuoteEnd--></div><!--QuoteEEnd-->
What bad luck ! I've got a CTD when I use it ingame <img src="style_emoticons/<#EMO_DIR#>/modding.gif" style="vertical-align:middle" emoid=":modding" border="0" alt="modding.gif" />
 
<!--quoteo(post=325630:date=Jun 5 2009, 07:31 PM:name=Pieter Boelen)--><div class='quotetop'>QUOTE (Pieter Boelen @ Jun 5 2009, 07:31 PM) <a href="index.php?act=findpost&pid=325630"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Do you happen to know why there's any reference in the code to Havana_town_04?
There's just two reloads pointing there, but the location doesn't exist. Strangely enough, a reload screen for that location DOES exist. <img src="style_emoticons/<#EMO_DIR#>/wacko.gif" style="vertical-align:middle" emoid=":wacko:" border="0" alt="wacko.gif" /><!--QuoteEnd--></div><!--QuoteEEnd-->
That's weird, I need to check that <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />
 
Thanks, Bartolomeu. <img src="style_emoticons/<#EMO_DIR#>/doff.gif" style="vertical-align:middle" emoid=":doff" border="0" alt="doff.gif" />

<!--quoteo(post=325883:date=Jun 6 2009, 05:40 PM:name=bartolomeu o portugues)--><div class='quotetop'>QUOTE (bartolomeu o portugues @ Jun 6 2009, 05:40 PM) <a href="index.php?act=findpost&pid=325883"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->What bad luck ! I've got a CTD when I use it ingame <img src="style_emoticons/<#EMO_DIR#>/modding.gif" style="vertical-align:middle" emoid=":modding" border="0" alt="modding.gif" /><!--QuoteEnd--></div><!--QuoteEEnd-->He might be a ship/item/location kind of model instead of a character model. If that is the case, he'd need to be placed somewhere through code.
Somehow. But I'm not quite sure how you can place a model at a certain location, such as a locator... <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />
 
I think it will be hard to use the deadgeneral... I'll need to make some tests.. <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />
 
Confirmed, there are some mistakes.

From Cuba.c remove Havana_House_05 and Havana_House_09

For the loading screens : (but ask to Thomas before seeing it's his work)

Rename Havana_Town_05 to Havana_Town_02
Rename Havana_Town_04 to Havana_Town_05
 
<!--quoteo(post=325894:date=Jun 6 2009, 06:02 PM:name=bartolomeu o portugues)--><div class='quotetop'>QUOTE (bartolomeu o portugues @ Jun 6 2009, 06:02 PM) <a href="index.php?act=findpost&pid=325894"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I think it will be hard to use the deadgeneral... I'll need to make some tests.. <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" /><!--QuoteEnd--></div><!--QuoteEEnd-->Dead general as ship on a ship locator in a land location?
Random items end up being half-transparent, so that wouldn't work.
I want to know how we can put a GM file on a locator. <img src="style_emoticons/<#EMO_DIR#>/whippa.gif" style="vertical-align:middle" emoid=":whipa" border="0" alt="whippa.gif" />

<!--quoteo(post=325912:date=Jun 6 2009, 07:05 PM:name=bartolomeu o portugues)--><div class='quotetop'>QUOTE (bartolomeu o portugues @ Jun 6 2009, 07:05 PM) <a href="index.php?act=findpost&pid=325912"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Confirmed, there are some mistakes.
From Cuba.c remove Havana_House_05 and Havana_House_09<!--QuoteEnd--></div><!--QuoteEEnd-->Thanks you. Done. <img src="style_emoticons/<#EMO_DIR#>/doff.gif" style="vertical-align:middle" emoid=":doff" border="0" alt="doff.gif" />

<!--quoteo(post=325912:date=Jun 6 2009, 07:05 PM:name=bartolomeu o portugues)--><div class='quotetop'>QUOTE (bartolomeu o portugues @ Jun 6 2009, 07:05 PM) <a href="index.php?act=findpost&pid=325912"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->For the loading screens : (but ask to Thomas before seeing it's his work)
Rename Havana_Town_05 to Havana_Town_02
Rename Havana_Town_04 to Havana_Town_05<!--QuoteEnd--></div><!--QuoteEEnd-->I already replaced them with new ones. <a href="http://forum.piratesahoy.net//index.php?s=&showtopic=11464&view=findpost&p=325636" target="_blank">See here.</a>
The Havana_Town_04 one can then be removed.
 
Back
Top