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cave_ship

<!--quoteo(post=338006:date=Jul 19 2009, 12:13 AM:name=SuperDurnius)--><div class='quotetop'>QUOTE (SuperDurnius @ Jul 19 2009, 12:13 AM) <a href="index.php?act=findpost&pid=338006"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec--><!--quoteo(post=338004:date=Jul 18 2009, 05:09 PM:name=Captain Maggee)--><div class='quotetop'>QUOTE (Captain Maggee @ Jul 18 2009, 05:09 PM) <a href="index.php?act=findpost&pid=338004"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->...
boat - Player ship is located here if ship is in that port
...<!--QuoteEnd--></div><!--QuoteEEnd-->
Shouldn't be used 'ship' for that, and 'boat' generates place where is your boat with crew generated?
<!--QuoteEnd--></div><!--QuoteEEnd-->
Nope boat is where your boat is generated.
locator is for player
three officers with the same name as locator with _1, _2 and _3 after them for officers <img src="style_emoticons/<#EMO_DIR#>/wink.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink.gif" />

Bump: Edited above post <img src="style_emoticons/<#EMO_DIR#>/wink.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink.gif" />
 
1. How to make locators visible in-game? I know that is possible...
2. Can someone make *.col files for me? :wp Plz... I'll PM location files...
3. I FIXED CAMERA BUG :D :razz
 
1. How to make locators visible in-game? I know that is possible...
2. Can someone make *.col files for me? :wp Plz... I'll PM location files...
3. I FIXED CAMERA BUG :D :razz
1. Goto PROGRAM/InternalSettings.h scroll to the bottom to find line
Code:
#define VISIBLE_LOCATORS				0
Swap the 0 with a 1 :D
2. I can't help with this sorry
3. Good to hear :onya
 
1. Goto PROGRAM/InternalSettings.h scroll to the bottom to find line
Code:
#define VISIBLE_LOCATORS				0
Swap the 0 with a 1 :D
2. I can't help with this sorry
3. Good to hear :onya
1. Thanks
2. I know how to create them my self... have tryed it and blah blah blah... But just don't like the way I'm changing everything, so I'd like that someone other will do that...
3. You can't imagine what happy I am...
 
Fonar - I think those are lights/lanterns
A bunch of the other ones like barmen, table, etc., I think are for tavern animations.
Camera is for the moving camera at doors that was in the original game.

Have you had any luck with the sea level yet?
 
everything is complete... Except I asked help from TTT... He'll recolor black pearl parts I used in this dungeon and mace .col files for me...
 
.Col files are done for day and night, but not for morning and evening. I am still working on the skin. I will continue my work tomorrow. It's a very nice location!
 
Damn, Thomas... That's a recolor... Thanks...

Here is Cave_Ship location...
CaveShipeveningandmorning.jpg

Thanks for TTT for recoloring BlackPearl and macing Col files...

Note about Locators:
I deleted lot's of Mine locators, becouse there looked to many of them for that small location, even counting that this location is bigger that mine, but I added some details, so there aren't many spaces left...

There are 3 reload points... 1 is in end of tunnel... Exit to Jungle. 2 is near the ship, where is opened window to ships inside (will make inside location in some time). 3th and final is to the sea, where those 2 huge holes... I added and one ships-ship_1 locator, where should stand your ship... And afcourse there is reload-boat locator for your boat...

Afcourse there are some goto-goto locators, but not to many...

feel free to add new locators anyone if you want...
[attachment=3332:Cave_Ship.7z]
 
That looks wonderful! Do you have any locations init code by any chance?
How about putting the location on Khael Roa for now?
There's a player pirate hideout there that uses the Oxbay mine model, so that should be easily replaced, right?
 
That looks wonderful! Do you have any locations init code by any chance?
How about putting the location on Khael Roa for now?
There's a player pirate hideout there that uses the Oxbay mine model, so that should be easily replaced, right?
That sounds really really good :D Great suggestion Pieter
 
Is it just me or is the water level still pretty high? :?
Also, it appears that the torches don't actually light up.

Anyway, in PROGRAM\KR_Reinit.c, find:
Code:
	Locations[n].filespath.models = "locations\Inside\Mine";

Locations[n].id = "Roa_Hideout";
locations[n].id.label = "Secret Hideout";
Locations[n].image = "KR_Hideout.tga";

//Sound
locations[n].type = "KhaelRoa";
Locations[n].island = "KhaelRoa"; // NK 04-11-03
//Models
//Always
Locations[n].models.always.locators = "mine_l";
Locations[n].models.always.l1 = "mine";
//Day
Locations[n].models.day.charactersPatch = "mine_p";
//Night
Locations[n].models.night.charactersPatch = "mine_p";
//Environment
Locations[n].environment.weather = "false";
Locations[n].environment.sea = "false";
And replace it with:
Code:
	Locations[n].filespath.models = "locations\Inside\Cave_Ship"; // SD

Locations[n].id = "Roa_Hideout";
locations[n].id.label = "Secret Hideout";
Locations[n].image = "KR_Hideout.tga";

//Sound
locations[n].type = "KhaelRoa";
Locations[n].island = "KhaelRoa"; // NK 04-11-03
//Models
//Always
Locations[n].models.always.locators = "Cave_Ship_l";
Locations[n].models.always.l1 = "Cave_Ship";
Locations[n].models.always.l2 = "Cave_Ship_add1";
//Day
Locations[n].models.day.charactersPatch = "Cave_Ship_p";
//Night
Locations[n].models.night.charactersPatch = "Cave_Ship_p";
//Environment
Locations[n].environment.weather = "true";
Locations[n].environment.sea = "true";
A DoQuestReloadToLocation("Roa_Hideout", "reload", "reload1" ,""); line through console allows you to immediately test the location.
 
The "morning" COL files are missing. Strangely enough, I noticed this by starting the Devlin Opera storyline,
then instant-teleporting to the Khael Roa secret hideout. However, that storyline starts at 21:11.
THAT is morning??? :shock

I "fixed" the problem by copying the "evening" COL files and renaming them "morning".
Hopefully Thomas can figure out what's wrong here though and make a proper fix.
 
water is good enough for me... That's why entrance into ship is mande in 'second floor' :D...
 
Hey! some really nice stuff is coming along those days! Congratulations! keep it up! :D
 
Question to Thomas: Have you been able to figure out the "morning" COL file yet?
I'm apparently unable to say anything to you on MSN; messages don't arrive. :wacko:
 
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