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Animists Quest Fix

Ok, sent you the model plus animation files.

One thing worries me, though: if we make many characters with new animations, it will make the build even larger than it is already (one .an file is about 5 Megs). I'm not sure if it's worth that.
Really nice would be some installer magic that would just copy an existing an file and merge the resized skeleton (which is only a small part of the file) into it. But I really don't know much about making installers.
 
Inez, I wondered about that animation file as it IS so large. The others aren't that large. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />

I tried your files ingame - LOOK:

<img src="http://www.musicats.com/extras/lineup.jpg" border="0" class="linked-image" />

Funny how the lineup came to be, of course Fred Bob and the Maltese knight are in my officer contingent, and I pushed Jordano to stand there so I could get my officers to flank him - and then the Neanderthal guy coincidentally just walked into the scene. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/biggrin.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin.gif" />

Anyhow, the height looks just fine. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/me.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="me.gif" /> WTG, Inez!!! Thank you! Have an ale! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/beer2.gif" style="vertical-align:middle" emoid=":beer" border="0" alt="beer2.gif" />

One thing I'm confused about tho, the ani files don't seem to work for the head. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" /> I lost the portrait when he's talking.
 
Yeah about animation files, there's a bit of size-changing you can do on a model without that affecting its animation I think. That's why some characters are taller or larger than others yet they all use the same ani type.

And even if we put in a few new ani's, they can be used by more than one character (like a bunch of kid models or animals using the same one), so I'm not that worried.

Are we gonna start cutting files out of the game that we don't use to make room for new ones, like those mapview toy boats?
 
I think that we need to leave those in because the mod to take them out should be toggle-able... Yes? <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" />
 
<!--QuoteBegin-CatalinaThePirate+Apr 29 2005, 11:34 PM--><div class='quotetop'>QUOTE(CatalinaThePirate @ Apr 29 2005, 11:34 PM)</div><div class='quotemain'><!--QuoteEBegin-->One thing I'm confused about tho, the ani files don't seem to work for the head.  <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />  I lost the portrait when he's talking.<!--QuoteEnd--></div><!--QuoteEEnd-->
The resizing has nothing to do with the talking head animation. That should be a wholly different model as well as a different .an and .ani file.
Could be the name, though, that the game is looking for a talking head animation with the same name (I must admit I never paid attention to that). I suggest you try making a copy of the normal talking head model and ani files and rename them to the same as the new ones.
 
Jopieseethoek: Um, the humor in this is...?
{After all, pirates were about the ultimate /practicing/ libertarians...a, cough, purely value-neutral statement about /both/ groups...}

Cat: Very nice!
Re: head. You need a h_diller.gm in characters\heads, and a h_diller.ani in ani\heads that is identical to h_killer.ani.

Re: diff'ing files. A&M uses some of that magic--they don't include the ship models (for the new skins) only the diff file and run a copy/patch routine.

(Not That I Know Anything About This) but I think you can probably use a patchutil that's used for, say, No-CD patches (or any other kind of apply-diff-to-file patcher), to do this; I did that when I made a increase-LOD-distance patch for EAW. Google is our friend. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/wub.gif" style="vertical-align:middle" emoid=":wub:" border="0" alt="wub.gif" />
 
<!--QuoteBegin-NathanKell+Apr 30 2005, 03:36 AM--><div class='quotetop'>QUOTE(NathanKell @ Apr 30 2005, 03:36 AM)</div><div class='quotemain'><!--QuoteEBegin-->you can probably use a patchutil that's used for, say, No-CD patches<!--QuoteEnd--></div><!--QuoteEEnd-->
Right, that's what I meant, and then figure out how to make the installer run it automatically.
 
Ah, ok. Mad Jack can probably do that with the installer, or I can write a batch file if we go that route... (if the patchutil'd be good, it'd do the copy itself; but if not we can just run it with make backup, move the new, and rename the backup back to the old name)
 
Ummm... I wanted to post this before I "ran away" for the weekend, but found I had no time. BUT...

I am confused about where exactly these ani and an files go, Inez. I have h_Killer.ani files and h_killer.an files (which I altered & renamed for Diller) for the head but I can find no place that the Killer.ani and Killer.an files (which you provided to me) are supposed to go.

Should they simply be in the Resource\animation file with man.an and man.ani? It's the only place I can figure to place them. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />
 
<!--QuoteBegin-NathanKell+May 2 2005, 05:35 PM--><div class='quotetop'>QUOTE(NathanKell @ May 2 2005, 05:35 PM)</div><div class='quotemain'><!--QuoteEBegin-->ani goes in resource\animation\Heads
an goes in resource\animation\Heads\an<!--QuoteEnd--></div><!--QuoteEEnd--><img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" /> Without the "h_" preface? All the other files in BOTH of those folders have an "h_" preface - like "h_Killer.ani" and "h_Killer.an" - so I put "Killer.ani" and "Killer.an" in the same file with the existing "h_" files?

Because if I rename them to replace the existing files, it does not work (I don't get the head animation for the portrait).

I think HEADS is a folder for the head ani and an files - and the Killer.an and Killer.ani files need to go in the same directory as the man.an and man.ani files.

Am I right in thinking that this is a special animation file for the reduced skeleton in the Diller model? Because if we plan to make smaller models (say, children), perhaps we should make them a uniform size rather than random sizes and each character with a separate ani and an file - Inez has expressed some concern about how this would take up a lot of gamefile space - so having a "child.an" and a "child.ani" - boy or girl - and perhaps a "teen.an" and a "teen.ani" - for a young adult animation (such as Diller) would be a good idea? Then we could make children or young adults without having separate animation files for each.

Does that make sense? <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/wacko.gif" style="vertical-align:middle" emoid=":wacko:" border="0" alt="wacko.gif" /> <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/huhh.gif" style="vertical-align:middle" emoid=":eek:k" border="0" alt="huhh.gif" />

Actually this is academic, because in the game, Jordano does nothing but turn around to talk to you briefly. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/urgh.gif" style="vertical-align:middle" emoid=":urgh" border="0" alt="urgh.gif" />
 
Doh! You're right. Dunno why on earth I thought you were talking about heads.
Yup, they both go in the main animation folder.

Your point on reusing child/teen anims I certainly agree with.
If you do rename 'em, change the reference in the *.ani though.
 
<!--QuoteBegin-NathanKell+May 2 2005, 08:16 PM--><div class='quotetop'>QUOTE(NathanKell @ May 2 2005, 08:16 PM)</div><div class='quotemain'><!--QuoteEBegin-->Doh! You're right. Dunno why on earth I thought you were talking about heads.
Yup, they both go in the main animation folder.<!--QuoteEnd--></div><!--QuoteEEnd--><img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/mybad.gif" style="vertical-align:middle" emoid=":facepalm" border="0" alt="mybad.gif" /> Oh good, I thought I was going nutzo. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/rolleyes.gif" style="vertical-align:middle" emoid=":rolleyes:" border="0" alt="rolleyes.gif" /> <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/laugh.gif" style="vertical-align:middle" emoid="xD:" border="0" alt="laugh.gif" />

Here's what happens when he moves to scratch his head, tho:

<img src="http://www.ganotherapyusa.com/extras/jord_arm.jpg" border="0" class="linked-image" /> <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/urgh.gif" style="vertical-align:middle" emoid=":urgh" border="0" alt="urgh.gif" />

BUT I figured this out too. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/william.gif" style="vertical-align:middle" emoid=":will" border="0" alt="william.gif" />

I needed to fix the entry in Program\Models\initModels.c

THUS:

<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->    makeref(model,Models[n]);
   model.description =  "How about a nice young impressionable cabin boy type?";
   model.model       =  "Diller";
   model.nation      =  SPAIN;
   model.price       =  1000;
   model.assigned    =  true;
   model.sex         =  "man";
   model.ani         =  "Diller";
   model.height      =  1.75;
   n++;<!--c2--></div><!--ec2-->I added the model.sex and the model.ani and the model.height! I needed this to make him look RIGHT!

So WTG Inez, he looks great! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/me.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="me.gif" />

I think we should now use the "Diller" model ani as the "teen" model ani. Should I change the file name to reflect that, so we can use more of the same size models for other teens or young adults if we wish to?
 
<!--QuoteBegin-CatalinaThePirate+May 3 2005, 04:54 AM--><div class='quotetop'>QUOTE(CatalinaThePirate @ May 3 2005, 04:54 AM)</div><div class='quotemain'><!--QuoteEBegin-->I think we should now use the "Diller" model ani as the "teen" model ani. <!--QuoteEnd--></div><!--QuoteEEnd-->
Sounds like a good idea. I can make a button in the tool to resize to precisely that height. (And one for children also.)
 
Modding at it's best! Congrats, guys and gals! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/smile2.gif" style="vertical-align:middle" emoid=":))" border="0" alt="smile2.gif" /> <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/me.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="me.gif" />
 
Yeah sweet, if we all could work with exactly a standard size or selection of sizes... could they also be re-coded automatically to use the right ani too (like one for boys and one for girls), or is that done in text somewhere? I forget from my earlier questions.
 
<!--QuoteBegin-Inez Dias+May 2 2005, 09:45 PM--><div class='quotetop'>QUOTE(Inez Dias @ May 2 2005, 09:45 PM)</div><div class='quotemain'><!--QuoteEBegin-->I can make a button in the tool to resize to precisely that height. (And one for children also.)
<div align="right">[snapback]103615[/snapback]</div><!--QuoteEnd--></div><!--QuoteEEnd-->That would be awesome, Inez! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/me.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="me.gif" />

An update to what I've been working on with this quest:

I managed to find some more snippets of lost code, and one really funny little bit that was not connected to anything that I just HAD to work into the quest. I'm sure any of us that have scanned quests_reaction.c has come across the case "God_hit_us" and wondered where that belonged...

WELL. It belongs in the Animist quest. The dialog from the "second_spaniard_priest" talks about Padre Domingues being kidnapped. Nathaniel curses because this quest is turning into a real circus, and the priest admonishes him for blaspheming in the house of the Lord. Nathaniel has two choices - to apologize, and nothing happens, or to be a real smarty and make a wiseass remark, "Oh? Gee, what would happen if I said this, sayyyy, DEVIL!"

Poof, he gets hit with a cloud of red smoke! (I added a thunderbolt sound, LOL!).

The priest declares it's God, letting Nathaniel know of his Presence. Nathaniel gets out of there, and the quest goes on. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/laugh.gif" style="vertical-align:middle" emoid="xD:" border="0" alt="laugh.gif" />

It's thoroughly irreverent, and I simply couldn't resist sticking it back in! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/rolleyes.gif" style="vertical-align:middle" emoid=":rolleyes:" border="0" alt="rolleyes.gif" /> I've also found some other snippets - nothing that spectacular, but stuff that helps round out the story some. There was another fight that you would have with the Animists in IM when leaving the church to deliver a letter to Father Bernard (pre-kidnapping of Padre Domingues). I found that if you fast travel from the church to the port after Domingues gives you the letter, you miss this fight. SO I made it so that you CANNOT use fast travel when inside the church at that point, and so you do not miss that fight.

AND that's when you go back to the church - ostensibly to tell Padre Domingues that you'd been attacked - and find out that he's been kidnapped by cutthroats. (curse, crack, smoke, LOL!)...

So I'm finally at the point where Rad mentioned he'd had the trouble. Now I'm confused about something and I hope someone can set me straight on this.

I find nowhere in the code where after Nathaniel kills the Animist boss, that he can talk to Padre Domingues, who is in one of the cells in the Animist cave. This is what Rad says is a problem, that the quest stops there and he's stuck.

<img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" /> Is there a different version of this quest for the US as opposed to European? <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" /> Domingues in a cell is NOT in my code.

Padre Domingues certainly *should* be in one of those cells, so you can rescue him. IMHO the quest rather falls flat at this point in the game - it's almost over, and rather anti-climactic. You really need to actually rescue Padre Domingues - and putting some REAL children in those cells would also be really cool - so you can release them all!

This would be a lot of work to build (choosing models and making skins for the children/teens), but I'd like to do it if I can. MAYBE what I should do is work Padre Domingues into a cell and take it from there, and perhaps we can add the children later on - they're basically "eye candy", more than anything, but it would be spectacular to release them, hm? <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" />

Nathaniel is such a HERO! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/biggrin.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin.gif" />

Once I nail down this quest fix (putting Domingues into a cell &tc), I would love to have some folks test it - I've tested it as much as I can, but at a certain point in your career and reputation and skill level some things do NOT happen (such as having to argue with the Greenford prison commander about talking to the Animist prisoner - when you are leadership 5+, he easily agrees, no problem) - I can only test so far. So I'll need some testers to be sure things are running smoothly.

It's a really great quest, now, as I've fixed it - you won't get lost, you will have plenty of action, and many interesting things will happen to you along the way... Even funny things. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/biggrin.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin.gif" />

Well, that's it for the moment. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/par-ty.gif" style="vertical-align:middle" emoid=":cheers" border="0" alt="par-ty.gif" />
 
Wow! Sounds like you're really highly improving that quest! I never saw anyone in those cells myself; don't if there ever was meant to be. I always just killed all animists, captured the Mefisto and won the quest. You're doing a great job making it way more interesting.
BTW: The "God_hit_us" always was enabled at my place; not sure if it was enabled in the Build, but I recall it being enabled in the stock game. Real fun.
 
I'm sure it wasn't in the US stock version. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/no.gif" style="vertical-align:middle" emoid=":no" border="0" alt="no.gif" />
 
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