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Black Pearl and QAR Progress

Ah, I did do my testing in Realistic Game Mode. 20 knots seems a bit excessive as speed for the QAR, don't you think?
I think I calibrated the effect at about 10-15 knots or so; can't remember exactly what it was in my savegame.

With a bow chaser range of still about three ship lengths, it's really quite possible to hit other ships easily.
I think it's a good thing that moving the firing locators down decreased the range on the Greek Fire.
Imagine if the range was further still; that'd be SILLY! :shock
 
Ah, I did do my testing in Realistic Game Mode. 20 knots seems a bit excessive as speed for the QAR, don't you think?
I think I calibrated the effect at about 10-15 knots or so; can't remember exactly what it was in my savegame.

I suppose so. But some players like me don't have the patience for realistic mode. lol
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I play both modes about half and half.
I always record the videos in arcade mode, because it makes for better footage.

As for bump mapping, either I'm doing it wrong, or the textures already have enough detail on their own to look 3-D.
 
I'm not sure how anything on the stern could look more 3-D since I used photographs which already have shadows and highlights which give them depth and make them pop. Idk, I personally can't see where I would apply it.
Very well, I'll have a look myself once you upload the textures.
You might be right and the textures are good enough anyway, but I'd like to see for myself if this makes a noticeable difference.

The uncursed Dutchman is seen emerging from the water, so I think that might be excuse enough to keep that at least.
Then you can recreate the shot of AWE where she emerges from the water if you feel so inclined.

I changed the code now to disallow the uncursed Dutchman to summon the Kraken.
Good to hear the Kraken ability has been removed. But that still leaves this submerging issue.
The ship emerges from the depths ONCE. That is during her transformation when the curse is lifted and the ship and crew return to normal.
After that, I doubt she would be capable of submerging without drowning the crew, to be honest. They're not "fish people" any more!

Let's look at this in the game's sense. I will make a crew walk file for the Uncursed Dutchman, which we agreed would make sense a while back, right?
I'm also hoping to modify the hull a bit more than just taking off the skeleton figurehead. Most of the bow changes shape, which makes the ship look more elegant, so I'll try to recreate that change.
I could also modify the texture to make the gunport heads look more like lions than demons. The model should work for both, hopefully.
With all of these changes, it would suffice to say that she's very different to the Cursed Dutchman, no? So why should she retain the abilities that defined her as a cursed ship in the first place?

I'm not trying to be 'boring' here, even if I've seemed like it lately, but I just want to do this ship justice. Is that really too much to ask? :shrug

I found something. I was watching the movie, when I noticed the QAR has rope railing at the bow, just like the Pearl does. Would there be a way to stick that on? It seems pretty simple. A few skinny cylinders and some rope between each one.
I believe Bonjourmonami probably left those railings off to keep some subtle differences between the Pearl and QAR.
She still has round gunports, and more cannons than she should do, which isn't movie-accurate, but no-one's complained much, have they? :wp
 
I'm not trying to be 'boring' here, even if I've seemed like it lately, but I just want to do this ship justice. Is that really too much to ask? :shrug
Nope, not too much to ask at all. It's all easily changed anyway, I can disable the submerging/emerging ability in a second. :doff
Edit: Done. :)
 
OK, thanks for that, mate. :cheers

Now I just need to get Kraken' on those model updates... yeah, I know, old joke. xD:
 
PROGRAM\BATTLE_INTERFACE\BattleInterface.c:
Code:
		BattleInterface.Commands.KrakenAttack.enable		= KrakenAttackEnabled();									// PB: Kraken Attack
BattleInterface.Commands.SubmergeDutchman.enable	= if(GetAttribute(mainCh, "ship.type") == "CursedDutchman");// PB: Flying Dutchman - CHANGE THIS LINE
BattleInterface.Commands.PearlSweeps.enable			= BPSweepsEnabled();										// PB: Black Pearl
BattleInterface.Commands.QARSword.enable			= QARSwordEnabled();										// PB: Queen Anne's Revenge
 
Very well, I'll have a look myself once you upload the textures.
You might be right and the textures are good enough anyway, but I'd like to see for myself if this makes a noticeable difference.

Alright. I'll go ahead and post the new textures then. Just gimme a few minutes to gather everything. I'll post the clean, extra dirty, and damaged textures for the Pearl a bit later as well as the sail updates. Once I figure oput why the sails look off, I'll post the update.

Let me know if you manage to improve anything.

I believe Bonjourmonami probably left those railings off to keep some subtle differences between the Pearl and QAR.
She still has round gunports, and more cannons than she should do, which isn't movie-accurate, but no-one's complained much, have they? :wp

Nope. Only me. lol
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Ok here's the models, textures, and sails for both ships, along with Ships_init.C so you can make sure your coding is correct. Mainly for the sails and the Pearl's waterline.
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New Ships.7z
 
Thanks mate, I'll take a look at them later. :doff
So does this mean you've finally officially finished the Pearl and Revenge (based on the current models)? :woot
 
Thanks mate, I'll take a look at them later. :doff
So does this mean you've finally officially finished the Pearl and Revenge (based on the current models)? :woot

Yup. FINALLY. I hit a snag when someone told me I had to do it all over again.
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lol

I'm still gonna see what I can do for the Pearl's sails. So I'll post an update if I come up with something. When I do that, I'll also post the textures for the cursed and un-cursed Pearl. The texture in that attachment is the standard texture. The un cursed Pearl will be squeaky clean, and the cursed Pearl will be twice as dirty as the standard and will have a darker figurehead with a color that more closely resembles the one in the first movie. Simple stuff.
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You two test out what I sent and let me know if any textures are off. I don't wanna botch another release, like I did with Patch 7.
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As I've been tweaking the sails, it looks like Imma have to change the color of the Pearl slightly. She has a very slight blue tint in the films and I thought i had done that, but I keep forgetting the game seems to give her a slight brown tint, so I need to add more blue to compensate.

I also discovered that I was indeed doing the bump map wrong. And I've discovered that some of the textures do look better with it.

So I'll post the updates when I'm done.
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Still not quite finished it seems.
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Wonderful. My game seems to have stopped working. I get to the title screen just fine, but when I choose a storyline, it pops up with a windows message saying the program has stopped working and it closes.
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Wtf?
 
Try removing the "options" file from your main game folder. Sometimes that messes up. :wacko:
 
Your main game folder. It's a file called "options", but does not have any file extension.
 
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