• New Horizons on Maelstrom
    Maelstrom New Horizons


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COMPLETELY NEW INTERFACE FOR BUILD12

<img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/hi.gif" style="vertical-align:middle" emoid=":gday" border="0" alt="hi.gif" /> all, I've got some comments on this new interface to share with you... <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />

First thing I found problematic is that the fonts for dialogs are nearly unreadable because they're too small, and have a shadow. Check the pics:

<img src="http://www.ganotherapyusa.com/extras/dial2.jpg" border="0" class="linked-image" /> Note - these pics are NOT made smaller in any way - they are same size screenshots, I just cropped them for the detail.
<img src="http://www.ganotherapyusa.com/extras/dial1.jpg" border="0" class="linked-image" />

Here are fonts from other pages to show you how it looks -

<img src="http://www.ganotherapyusa.com/extras/font2.jpg" border="0" class="linked-image" /> Questbook
<img src="http://www.ganotherapyusa.com/extras/font1.jpg" border="0" class="linked-image" /> Relations page
<img src="http://www.ganotherapyusa.com/extras/ohmap.jpg" border="0" class="linked-image" /> Even on the overhead map.

If there's any way to change this, it needs to happen. It's really hard to read - now I don't have a HUUUUUUGE monitor, but it is a nice quality 17" View Sonic and I've got a nice Nvidia graphics card that SHOULD be able to handle this - but the fonts are just not right... Need to be slightly bigger.

~~~~~~~~~~~~~~~~~~~
F2 menu page where you look at the character info - there is no "Abilities" number showing, when there should be a "1" (at the start of the game). If you go to input an ability, you can, it shows on the second page, but not on the page with your portrait.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
NAME CHANGE WORKS GREAT!!!!!!!!!!!!! You can change your character's name AND your officer's names! WhooHOO!!! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/danse1.gif" style="vertical-align:middle" emoid=":dance" border="0" alt="danse1.gif" />

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
F2 menu - "Cheets" should be "Cheats", unless of course you did that on purpose. <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" />

~~~~~~~~~~~~~~~~~~~~~~~~~~
Here's something I found interesting - I could hire a DOCTOR for one of my officers!

<img src="http://www.ganotherapyusa.com/extras/doc.jpg" border="0" class="linked-image" /> <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" /> Pretty cool!

Otherwise, I generally like the way this interface is arranged but I miss the blue, which I personally think looks better. There are some product picture changes that IMO also look better in PotC...

My two doubloons worth of opinion. <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" />
 
Problem with Ability Shows already found and fixed. Some new Officers was inserted: Deck Fighter, Doctor, Carpenter. With fonts i working now

Interface "Cheets" <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" /><img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" /><img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" /> only for testing. It will be removed in final release <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />
 
<!--QuoteBegin-CatalinaThePirate+--><div class='quotetop'>QUOTE(CatalinaThePirate)</div><div class='quotemain'><!--QuoteEBegin-->NAME CHANGE WORKS GREAT!!!!!!!!!!!!! You can change your character's name AND your officer's names!  WhooHOO!!!  <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/danse1.gif" style="vertical-align:middle" emoid=":dance" border="0" alt="danse1.gif" /><!--QuoteEnd--></div><!--QuoteEEnd-->Does it split the name in firstname and lastname? If the name is set as only first or last name, you might end up being called Captain "" instead of Captain "Lastname". <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />

<!--QuoteBegin-CatalinaThePirate+--><div class='quotetop'>QUOTE(CatalinaThePirate)</div><div class='quotemain'><!--QuoteEBegin-->Here's something I found interesting - I could hire a DOCTOR for one of my officers!<!--QuoteEnd--></div><!--QuoteEEnd-->Can he actually do some doctory stuff, or is it just for show?

BTW: Where did the shipberthing interface go? I don't seem to be able to find it. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/diomed.gif" style="vertical-align:middle" emoid=":dio" border="0" alt="diomed.gif" />
And how can you change the "Sea Dogs II" logo in the main menu back into "Pirates of the Caribbean". I don't want to play Sea Dogs II. I bought Pirates of the Caribbean and that is what I want to play. <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" />
(Plus I'm a big fan of the movie <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/whistling.gif" style="vertical-align:middle" emoid=":wp" border="0" alt="whistling.gif" /> )
 
Yes, I think you have to, Mr. Cotton. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/yes.gif" style="vertical-align:middle" emoid=":yes" border="0" alt="yes.gif" />
 
Y'know, I'd like to see if I can get the rename your character thing working for the interface we're using now... I tried to fiddle with it, but nothing happened. What needs to be changed so that it works?
 
Where is the file for download? I can´t find anything. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/modding.gif" style="vertical-align:middle" emoid=":modding" border="0" alt="modding.gif" />
 
Click the link, scroll down to the bottom of the page and press "free". Then you have to wait a minute, and then it starts when you click.
 
Pieter Boelen:
<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->Does it split the name in firstname and lastname? If the name is set as only first or last name, you might end up being called Captain "" instead of Captain "Lastname".<!--QuoteEnd--></div><!--QuoteEEnd-->
If you changing FIRSTNAME_SPACEBAR_LASTNAME it come to be Firstname and Lastname <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />

Doctor - gives you Defence and Leadership more then you have.
Carpenter - Sailing and Repair.
Desk Fighter - Leadership, Fencing and Grappling.

Catalina The Pirate:

character.c
<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->string oldCurNode;

void InitInterface_R(string iniName,ref pCharacter)

    GameInterface.renamebox.strdata = "";
    GameInterface.renamebox.maxlen = 32;
    GameInterface.renamebox.maxwidth = 320;

    If(Checkattribute(GameInterface, "View_Enc_Officer"))
    {
 
    SetNodeUsing("RENAMEBOX",false);

    }

//View Enc Officer Mod End

    SetNodeUsing("RENAMEBOX",false);
    SetNodeUsing("B_CHARNAME",false);

    if(bSeaActive && bAbordageStarted && !bCabinStarted && PChar.location != "Tutorial_Deck")
    {
 SetSelectable("RENAMEBOX",false);
    }
    else
    {
 SetSelectable("RENAMEBOX",true);
    }

    SetEventHandler("NodeOk","ProcessNodeOk",0);
    SetEventHandler("NodeCancel","ProcessNodeCancel",0);
    SetEventHandler("CharNameChange","ProcessCharNameChange",0);

void ProcessNodeOk()
{
    string nodName = GetEventData();
    SendMessage(&GameInterface,"ll", MSG_INTERFACE_LOCK_NODE, 0);
    if( CheckAttribute(&GameInterface,nodName+".strdata") )
    {
 string str = GameInterface.(nodName).strdata;
 SetCurrentNode("B_CHARNAME");
 SetCharName(str);
 GameInterface.strings.CharacterName = xi_refCharacter.name+" "+ stringRet(CheckAttribute(xi_refCharacter,"firstname"),xi_refCharacter.firstname + " ","") + xi_refCharacter.lastname;
    }
    DeleteAttribute(&GameInterface,nodName+".strdata");
    SetNodeUsing("RENAMEBOX",false);
}

void ProcessNodeCancel()
{
    string nodName = GetEventData();
    SendMessage(&GameInterface,"ll", MSG_INTERFACE_LOCK_NODE, 0);
    DeleteAttribute(&GameInterface,nodName+".strdata");
    SetNodeUsing("renamebox",false);
    SetCurrentNode("B_CHARNAME");
}

void ProcessCharNameChange()
{
    GameInterface.renamebox.strdata = "";
    SetNodeUsing("RENAMEBOX",true);
    SendMessage(&GameInterface,"lls", MSG_INTERFACE_LOCK_NODE, 1, "RENAMEBOX");
    SetCurrentNode("RENAMEBOX");
}

void SetCharName(string newName)
{
    string flname;
    ref chref = &xi_refCharacter;
    int fndNum = findSubStr(newName," ",0);
    string fname = newName;
    string lname = "";
    string name = "";
    int slen;
    if(fndNum>0)
    {
 fname = strcut(newName,0,fndNum-1);
 slen = strlen(newName);
 flname = strcut(newName,fndNum+1,slen-1);
    }
    if(!CheckAttribute(chref,"firstname"))
   {
  chref.name = fname;
  chref.lastname = flname;
    }
    else
    {
  chref.firstname = name;
     chref.lastname = lname;
    }
}


void CharInterfaceExit(bool flag)
{
    
    DelEventHandler("NodeOk","ProcessNodeOk");
    DelEventHandler("NodeCancel","ProcessNodeCancel");
    DelEventHandler("CharNameChange","ProcessCharNameChange");
}

void ProcessFrame()
{
    if(oldCurNode!=GetCurrentNode())
    {  
 switch(oldCurNode)
 {
 case "RENAMEBOX":    SendMessage(&GameInterface,"ll", MSG_INTERFACE_LOCK_NODE, 0); break;
 }
 oldCurNode=GetCurrentNode();
 SetNodeUsing("B_CHARNAME",true);
    }
}<!--c2--></div><!--ec2-->

character.ini
<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->[MAIN]

item    = 100,pc,BUTTON,B_CHARNAME
item    = 100,EDITBOX,RENAMEBOX


[B_CHARNAME]
bBreakCommand
command  = activate,event:CharNameChange
command  = click,event:CharNameChange
command  = deactivate,select:SKILLCHANGER
command  = leftstep,select:SKILLCHANGER
command  = rightstep,select:SKILLCHANGER
command  = upstep,select:I_SHIP
command     = downstep,select:CHANGE_OUTFIT
position    = 60,48,260,77

[RENAMEBOX]
command  = activate
command  = deactivate,select:RFACE
command  = click
command  = leftstep
command  = rightstep
command  = upstep
command  = downstep
position    = 12,48,298,271
chrFont  = interface_normal
strFont  = interface_normal
chrScale    = 1.0
strScale    = 1.0
offsLeft    = 8
offsTop  = 8
chrTexture    = interfaces\icons.tga
normTexRect    = 0,0.625,0.0625,0.75
selTexRect    = 0.0625,0.625,0.125,0.75
argbBoxColor    = 255,0,0,0
argbBoundColor    = 128,80,80,80
alphabet    = alphabet low register
alphabetUP    = alphabet up register
hGrateSize    = 8
stringLength    = 20<!--c2--></div><!--ec2-->
 
<img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/mybad.gif" style="vertical-align:middle" emoid=":facepalm" border="0" alt="mybad.gif" /> THAT's what I was missing, Maximus! Thanks, I'm going to try that when I get half a chance... Really busy at the moment with RL and WORK! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/piratesing.gif" style="vertical-align:middle" emoid=":shock" border="0" alt="piratesing.gif" />
 
Wow! Neat work!
About time we were playing a /computer/ game rather than a console title! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/doff.gif" style="vertical-align:middle" emoid=":doff" border="0" alt="doff.gif" />
 
CatalinaThePirate: about fonts - try to change in

language.ini
<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->[FONTS]
English  = fonts.ini<!--c2--></div><!--ec2-->
replace
<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->[FONTS]
English  = fonts_rus.ini<!--c2--></div><!--ec2-->

and in fonts_rus.ini all fields with
<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->Texture  = .......interface normal font rus.tga
....
....

Shadow_offsetx    = 2
Shadow_offsety    = 2<!--c2--></div><!--ec2-->

replace with

<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->...
...

Shadow_offsetx    = 1
Shadow_offsety    = 1<!--c2--></div><!--ec2-->

<a href="http://rapidshare.de/files/2604255/character.c.html" target="_blank">Here is the FIX for Ability views in Character Interface</a>

And what about testing. How it works?

To Nathan Kell: what are you thinking about new interface and language switching. That needed, or not needed? Maybe you have an ideas and i can help in something? For now was finished a new location - Big Fort with all doors opened and rooms and passages inside. He waiting quests and right characters. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />
 
Thanks, Maximus, I'll give that all a test as soon as I can. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/me.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="me.gif" />
 
Maximus:
<!--QuoteBegin-Maximus+Jun 26 2005, 02:22 AM--><div class='quotetop'>QUOTE(Maximus @ Jun 26 2005, 02:22 AM)</div><div class='quotemain'><!--QuoteEBegin-->To Nathan Kell: what are you thinking about new interface and language switching. That needed, or not needed? Maybe you have an ideas and i can help in something?
<div align="right">[snapback]118556[/snapback]</div><!--QuoteEnd--></div><!--QuoteEEnd-->

I love the idea of language switching. How are you doing it in this pack? I know the Euro version of POTC has a feature like that, and adding transparent language handling like that to the build is one of the things I'd love to see.
So yeah, it'd be wonderful if you could implement that.
Do you have access to the stock Euro version codebase? I can send you that (courtesy of Sirus_Darke) if you like; also you may find NK EUROLANG references in the post-build-12 codebase, with some half-done implementation.

I tried at one point adding the Euro version's support for dated quest book entries, but that seemed to not work (I think it needs DLL support or something).

Also--heh, you asked <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/happy.gif" style="vertical-align:middle" emoid="^_^" border="0" alt="happy.gif" />--if you're interested in making new interfaces, we've just been talking over on the Boarding thread about how great it'd be if you could access the discard-cargo page from the ransack interface, or adding the ability to have a companion's ship, not just your own, as the left side of the ransack interface. So if you're up for a project, there's some ideas right there. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />

<!--QuoteBegin-Maximus+Jun 26 2005, 02:22 AM--><div class='quotetop'>QUOTE(Maximus @ Jun 26 2005, 02:22 AM)</div><div class='quotemain'><!--QuoteEBegin-->For now was finished a new location - Big Fort with all doors opened and rooms and passages inside. He waiting quests and right characters. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" /><div align="right">[snapback]118556[/snapback]</div><!--QuoteEnd--></div><!--QuoteEEnd-->

Wow, that sounds great!
I don't know how busy CouchCaptainCharles is in Real Life right now, but one of his projects as well was modding forts--adding those very characters and mini-quests to forts you speak of. Perhaps you and he might want to get together on it?

(See the thread on Greater Oxbay and the Oxbay fort he posted for more details, I'll see if I can find it and bump it for you--edit: Ah, here we are. <a href="http://forum.piratesahoy.net/index.php?showtopic=5093" target="_blank">http://forum.piratesahoy.net/index.php?showtopic=5093</a> )

<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" /> Cheers!
 
More on language switching. Per the New Characters thread, and some more talk, Lass and I were talking about overhauling dialog.
One of the things involved in that would be taking out all dialog in C files and placing them back in H files where they belong--that is, getting ready for seamless language-switching.
Also, we'd need to go through all log() calls and make sure they output via ConvertString(), not straight text.
(Heh, now I pay for being lazy and not doing it right the first time. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/laugh.gif" style="vertical-align:middle" emoid="xD:" border="0" alt="laugh.gif" /> )

If you have a different idea of implementing language switching than the way the Euro version does, though, fire away--I'd love to hear it. <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" />
 
I recall that Scheffnow was working on a version of his DialogMerge utility that was going to UNmerge the dialogs after editing... <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" /> Wonder if he ever finished that... <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />
 
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