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Devil's island

<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->Even though I don´t know a sh*t about code (or computers) I think the "fever" you´re talking about sirChris. has struck me. Now I´ll spend the rest of my vacation trying to figure out how these new combinations were put together.<!--QuoteEnd--></div><!--QuoteEEnd-->
Oh No! another victim of Modus Dementia! I'm sorry to say, Jack Rackham, that I've been told that there is no cure... <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/laugh.gif" style="vertical-align:middle" emoid="xD:" border="0" alt="laugh.gif" />
I know I don't have to say this, but make backup files.

I didn't see the Animist's Cave when I was running around Screwfaces' KR, did you. I don't think that location is in there, and like Rico and I were talking about, Catalina the Pirate was working at one time on reskinning the Aninist's lair to make it more like a hideout. (I add the caveat that Lady Cat has a number of projects occupying here time.)

One idea that might be cool would be trying to add the fort locations, that appear when you assault a fort, and make that part of a hideout.


Screwface,

quote:
--------------------------------------------------------------------------------
Originally posted by Sir Christopher:
Glad to clarify, there are plenty of people here that will tell you my english is never basic.
--------------------------------------------------------------------------------

Originally posted by Rico:
No, It never is!

See? <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/laugh.gif" style="vertical-align:middle" emoid="xD:" border="0" alt="laugh.gif" />
 
I didn't put the animist cave on KR because i think this cave must be unique on isla muelle but i tried to "create" a different hideout after the cavern by reusing the Oxbay mine location. Have you looked behind the door in the mine?

Screwface.

Note : i have resolved the problem of the black screen when you start a new game but i haven't found a solution for the "items in the tutorial" yet. I'm working on.
 
<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->Have you looked behind the door in the mine?<!--QuoteEnd--></div><!--QuoteEEnd-->

Yes, that was really cool! You have a great imagination! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/onya.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="onya.gif" />
 
So guess what happened last night after I innocently tried adding some new characters to the ports of several islands...

...black screen of death. Dash it all. That has GOT to be the 5th or 6th time in not half as many weeks. I see what you guys mean about being able to load a game, then from there starting a new one, but I have to make the ModHelper point to any location but the TutDeck as the starting location, since for some reason Malcolm refuses to show, thus preventing me from leaving my cabin. But this isn't truly a new game at all... it's all the same info and items and stats as my saved game, and reinitializing the game still doesn't make the new characters appear at the ports.

I'm afraid I'm just going to have to suspend my modding until I can find some sort of patch for this hella frustrating fiasco.
 
It may have been that I tried to put them where there were no locators... but I pretty much counted on each and every port having a "goto1" location. I suppose I ought to confirm that somehow.

But I still insist I only get these crashes because my computer has it out for me.
 
You can find locators by using GMVIEW - open it, go into PotCRESOURCEMODELSlocations and select your place - where it says "Select GM File" - in the center window you'll see file names. Pick the one that has a file extension *l.gm (* is wildcard) and highlight it. Then go down to the bottom of the split windows (all the way to the bottom) and you'll see two places you can check - "show locators" and "show labels". Check both, and you should see some yellow names pop up in the big window on the right. You may have to scroll around by holding down your left mouse button.

Some locators will be in a huge jumble. Not every area has "goto1" in it, it might have "reload_01" or "locator_1" or something like that... Just look around, you should find something you can read - put your character there.

You DO need to start a new game if you insert new characters, even though it's otherwise all the same.

Hope that helps!
 
Yep, that's exactly what I planned on doing when I felt in the mood... Do you know, though, if it'd give me the Black Screen of Death to try and insert a character at an invalid locator? I'm sure I've done that before w/o reprocussion.
 
hi,

I've fixed some bugs in my Khael Roa mod, particularly when you start a new game, i haven't the black screen anymore but i can't fix some bugs when you load a savegame and you reinit :

Bug : Can't open the chest in your cabin.
Bug : when you enter new locations added in the build 11 (like tailor's shops for example), you have a black screen.

I think it's because all the new locations added by the build 11 are initialized after the initlocations() method in the game. When i recall the initlocation() method in the reinit.c to add the new Khael Roa locations, i reinit all the locations of the game as they were in original game. I think that bugs comes from there.

Screwface.
 
<!--QuoteBegin-Rico+--><div class='quotetop'>QUOTE(Rico)</div><div class='quotemain'><!--QuoteEBegin-->so the black screen was caused by something else? <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/huh.gif" style="vertical-align:middle" emoid=":huh" border="0" alt="huh.gif" /><!--QuoteEnd--></div><!--QuoteEEnd-->

No, it was caused by the initlocations() method i recall in the reinit.c. I think we can't use this method anymore to add some new locations. The solution must be to use a Potc file type like verruckt when he added the QC Brothel. Otherwise, we shall be obliged to start a new game to have the new khael Roa locations.
 
Sure, i think if you add some new locations in the game, you will have to restart a new game. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/mellow.gif" style="vertical-align:middle" emoid=":|" border="0" alt="mellow.gif" />
 
screwface, are you absolutely sure you have to use initlocations() to add new locations? have you tried just finding the latest unused location number (am i right in remembering this is stored in nLocationsNum?) and adding the location definition as normal?

AHA! YES! this is the post i made ages ago that i've been searching for frantically <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/happy.gif" style="vertical-align:middle" emoid="^_^" border="0" alt="happy.gif" /> it was just an idea about how to put locations and characters in reinit.c. <a href="http://forum.piratesahoy.net/`ftopic1889-0`-`asc-40`.php" target="_blank">http://forum.piratesahoy.net/`ftopic18...asc-40`.php</a>
 
Hi all !

Excellent work there, Screwface and Sir Christopher ! That really opens up a lot of opportunities.

Nice coincidence: only last week did I start working with locations (without reading this post first). Just like you I tried to make new combinations of existing locations, something I would like to call "Location cloning", and I found it a great method to enlarge and enhance the gameworld. But contrary to your junglework I worked only with Oxbay city, adding new doors and houses, incuding a `three-room` mansion, a suburb and a landgate to the fort. I'll put all I know into a tutorial over at Verruckt's Wiki as soon as I grasp how to post a new page there <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/blush.gif" style="vertical-align:middle" emoid=":eek:ops" border="0" alt="blush.gif" />: I would be glad if you could check it out then, correct it and add your findings and ideas.

But i didn't post here to promote that <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/wink.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink.gif" /> but to try to help a little by adding my three cents of wisdom, even though you surely know more about the KR jungles. Sorry if what I post is already old knowledge.

There may be another way of making KR accessible, by means of the questsquests_reaction.c file. It has a quest called ' case "begining": '. As the name suggests <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/icon_wink.gif" style="vertical-align:middle" emoid=";)" border="0" alt="icon_wink.gif" /> it runs at the start of the game. Among a lot of other things it closes several locations here:

<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->      Locations[FindLocation("Labirint_3")].reload.l28.disable = true;

     Locations[FindLocation("Oxbay_canyon")].reload.l3.disable = true;

     

     Locations[FindLocation("Oxbay_town")].reload.l2.disable = true;

     Locations[FindLocation("Oxbay_town")].reload.l55.disable = true;



     Island_SetReloadEnableLocal("KhaelRoa", "reload_1", false);

     Island_SetReloadEnableLocal("IslaMuelle", "reload_2", false);<!--c2--></div><!--ec2-->
Outcommenting that section alrady opens a lot of doors, but not yet KR. For that one has to add a section from a later quest, 'case "Story_VoyageToKhaelRoaBegan" '

<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->      Islands[7].model = "KhaelRoa1";  //seems to set an accessible model for KR

     Islands[7].filespath.models = "islandsKhaelRoa1";

     Islands[7].refl_model = "KhaelRoa1_refl";



     Island_SetReloadEnableLocal("KhaelRoa", "reload_1", true); //double work as already done above but doesnt hurt

     Island_SetReloadEnableGlobal("KhaelRoa", true);

     Island_SetGotoEnableLocal("KhaelRoa", "reload_1", true);<!--c2--></div><!--ec2-->
Now KR is accessible, but only after a new game. But after all that maybe not so bad, considering the trouble with old savegames...

<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->quote Screwface:
Something else, i have added some caverns on the
island and i want to know if someone has infos
about the possibility to add permanent chest in a
cave (like in the cabin of the ship) or to create
an interface to stock the captured goods on the
island ?<!--QuoteEnd--></div><!--QuoteEEnd-->

Most locations have "box"-group locators for chests or "randitem" lctrs. Only there can you deposit treasure. But i have already "abused" other locatortypes for purposes they were not designed for(see upcoming tut), so maybe we will find a way to but boxes on other locators as well.
 
good work ccc! the could could very easily be put in reinit function, too, to stop people having to start new games <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/happy.gif" style="vertical-align:middle" emoid="^_^" border="0" alt="happy.gif" />

i'm very interested in the stuff about locators...
 
<!--`QuoteBegin-Kieron`+--><div class='quotetop'>QUOTE(Kieron)</div><div class='quotemain'><!--QuoteEBegin-->screwface, are you absolutely sure you have to use initlocations() to add new locations? have you tried just finding the latest unused location number (am i right in remembering this is stored in nLocationsNum?) and adding the location definition as normal?

AHA! YES! this is the post i made ages ago that i've been searching for frantically <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/happy.gif" style="vertical-align:middle" emoid="^_^" border="0" alt="happy.gif" /> it was just an idea about how to put locations and characters in reinit.c.http://forum.piratesahoy.net/`ftopic1889-0`-`asc-40`.php[/quote]

i have tried to use the nlocationsNum but the probem with my Khael Roa mod is that i don't put a new location behind an existing locator but i "insert" jungles locations between the shore and the temple. For that, i must to reinit Khael Roa and i don't know how to do that without using the initlocation() method. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/mellow.gif" style="vertical-align:middle" emoid=":|" border="0" alt="mellow.gif" />

But i will try the method you have indicated in your post.

Screwface.
 
This is great, I don't know beans about all of this stuff, but as I'm reading all of your postings I'm learning... <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/me.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="me.gif" />

And I think it's good that we're opening up KR for opportunities... I'd like to see something like this done with the other half of FdF... Something on the order of another port, a secret hideaway...

<img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/rolleyes.gif" style="vertical-align:middle" emoid=":rolleyes:" border="0" alt="rolleyes.gif" /> If only I had the time!!! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/tongue.gif" style="vertical-align:middle" emoid=":blah:" border="0" alt="tongue.gif" />

CCC, nice to have <b>you</b> take the time to visit us again! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/hi.gif" style="vertical-align:middle" emoid=":gday" border="0" alt="hi.gif" />

GOOD WORK, ALL! <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" />
 
<!--`QuoteBegin-Screwface`+--><div class='quotetop'>QUOTE(Screwface)</div><div class='quotemain'><!--QuoteEBegin-->i have tried to use the nlocationsNum but the probem with my Khael Roa mod is that i don't put a new location behind an existing locator but i "insert" jungles locations between the shore and the temple. For that, i must to reinit Khael Roa and i don't know how to do that without using the initlocation() method.[/quote]

s the same thing, innit? all that the location init function does is go through every location, one by one, and set their properties. to make khael roa beach lead to some other location, other than the temple, you would need to find the numerical index of the beach, then simply set a new values for its reload. what i mean is, i don't see any reason why you can't just execute <b>Locations[n].reload.l2.name = "reload1";</b> at any point (even in a dialogue, or in quest code), rather than just in the locations init function. am i making sense?
 
Kieron,

I think you are right ! i have tried your method and it seems it works but to "insert" a location between two existing locations, you must to redefine the "door" and the "back" by using this method. For example :

Locations[FindLocation("KhaelRoa_port")].reload.l2.name = "reload1";
Locations[FindLocation("KhaelRoa_port")].reload.l2.go = "KhaelRoa_jungle_01";
Locations[FindLocation("KhaelRoa_port")].reload.l2.emerge = "reload1";
Locations[FindLocation("KhaelRoa_port")].reload.l2.autoreload = "1";

Locations[FindLocation("KhaelRoa_port")].reload.l3.name = "reload1_back";
Locations[FindLocation("KhaelRoa_port")].reload.l3.go = "KhaelRoa_Jungle_01";
Locations[FindLocation("KhaelRoa_port")].reload.l3.emerge = "reload3";
Locations[FindLocation("KhaelRoa_port")].reload.l3.autoreload = "1";
Locations[FindLocation("KhaelRoa_port")].locators_radius.reload.reload1_back = 2;

After that you can add new locations with your method and the ReloadProcessUpdate() method to finish.
I will update my Khael Roa mod in the reinit.c and test it.
THANKS A LOT MATE ! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/cheers.gif" style="vertical-align:middle" emoid=":cheers" border="0" alt="cheers.gif" />:

Screwface.
 
<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->Excellent work there, Screwface and Sir Christopher !<!--QuoteEnd--></div><!--QuoteEEnd-->

Thank you Couch Captain Charles, but the excellent work is all Screwface's, as proud as I am of the `teeney-tiny` little bit I contributed, (I'm still amazed that I got that to work, <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/huh.gif" style="vertical-align:middle" emoid=":huh" border="0" alt="huh.gif" /> ) the real accomplishment is the result of Screwface's hard work, ability and imagination.

I had to come back to edit this, Jack Rackham and Alan Smithee certainly deserve recognition as testers for the work that has been done so far, Rum to you both!
<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" /> <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" /> <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" /> <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" /> <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" />

It's really neat seeing all of you working together and sharing your ideas on this, and having gotten to play on KR with all of Screwface's additions, I think the community is going to really enjoy this mod. <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" /> <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/onya.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="onya.gif" /> <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" /> <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/onya.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="onya.gif" />
 
Yay!

I, myself, would like to see QC expanded quite a bit... maybe a section of jungle with a fork in the road before you reach the empty pirate house (which DOES have character locators, making it ripe for a quest), so you could go there, or go deeper into the jungle or go to another beach.

I'd like also to see a HUGE underground city beneath IM or FdF, with long winding passageways emerging at different points in the city and around the island, and underground relics like a wrecked cathedral... maybe inhabted by tons of Akellians.
 
<!--`QuoteBegin-Screwface`+--><div class='quotetop'>QUOTE(Screwface)</div><div class='quotemain'><!--QuoteEBegin-->After that you can add new locations with your method and the ReloadProcessUpdate() method to finish.
I will update my Khael Roa mod in the reinit.c and test it.
THANKS A LOT MATE !  :cheers: [/quote]

<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" />
 
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