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Devil's island

<!--`QuoteBegin-alan_smithee`+--><div class='quotetop'>QUOTE(alan_smithee)</div><div class='quotemain'><!--QuoteEBegin-->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.[/quote]

lol <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/laugh.gif" style="vertical-align:middle" emoid="xD:" border="0" alt="laugh.gif" /> one of those seems so feasible, and the other, so... ambitious <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/happy.gif" style="vertical-align:middle" emoid="^_^" border="0" alt="happy.gif" />

the idea i had for qc was to expand it greatly with jungles etc., but have a small section only accessible by a secret beach on the other side of the island, which would only become dockable at a certain point in a certain quest. and it would be that section containing the 'strange house.' i dunno if that idea would ever come to fruition though <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/happy.gif" style="vertical-align:middle" emoid="^_^" border="0" alt="happy.gif" />
 
<!--`QuoteBegin-Kieron`+--><div class='quotetop'>QUOTE(Kieron)</div><div class='quotemain'><!--QuoteEBegin-->

the idea i had for qc was to expand it greatly with jungles etc., but have a small section only accessible by a secret beach on the other side of the island, which would only become dockable at a certain point in a certain quest. and it would be that section containing the 'strange house.' i dunno if that idea would ever come to fruition though <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/happy.gif" style="vertical-align:middle" emoid="^_^" border="0" alt="happy.gif" />[/quote]

The idea is very good but at this time, for me i haven't find a way to "reuse" the shore locations of the others islands as i did it with the jungle locations. It seems that a shore location is more "linked" with its original island so the game freeze when i want to reuse it in an other island.

SirChristopherMings,
Don't be so modest, your contribution to `re-go` out of the temple was great for me and kieron's contribution too. Thanks mates. I will prepare an other pack with the new method to add the new locations in Khael Roa and i think this one has no bugs. I have tested it and it works. All the code are in the reinit.c and i haven't to modify the KhaelRoa.c anymore. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/pirate2.gif" style="vertical-align:middle" emoid=":p:" border="0" alt="pirate2.gif" />

Sorry mates but i fear that in all the savegame you have made since you have installed my first Khael Roa mod and reinit, you will never open the chest in your cabin. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/sad.gif" style="vertical-align:middle" emoid=":(" border="0" alt="sad.gif" />
Restore your backup files and wait for the next one <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/biggrin.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin.gif" />

Screwface.
 
Kieron,

I succeeded in putting the addition of the new Khael Roa locations in the reinit.c by reusing the nLocationsNum and your method but i wonder what is the result if you reinitialize several times. The new locations will be added again and again and the nLocationNum will be false. Probably, it will cause future bugs. I can resolve this problem by introducing an "if" to test if the new locations already exist before adding them, no ?

Screwface.
 
Devils Island

Alan Smithee, funny you mentioned it, I´ve just made some expansions on QC. Starting with a fork before ...

Now I would like to reuse the "tilepages" with new texts. How can that be done?
 
You know, I have been spending a bit of time lately at Rocky Shore on Redmond, and that's got a nice "remote" feel to it - the narrow path that looks very rough and untended (as opposed to the Octopus Bay hill path on FdF, which looks as if you could drive a combine through it).

<shrug> Just a thought, in case you were looking at `re-using` a shore location somewhere.
 
No new shores for me. I can´t even use them as locations (without "boat" etc). Tried to // ... on worldmap. It´s somewhere else.
 
<!--`QuoteBegin-Kieron`+--><div class='quotetop'>QUOTE(Kieron)</div><div class='quotemain'><!--QuoteEBegin--><!--`QuoteBegin-alan_smithee`+--><div class='quotetop'>QUOTE(alan_smithee)</div><div class='quotemain'><!--QuoteEBegin-->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.[/quote]

lol <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/laugh.gif" style="vertical-align:middle" emoid="xD:" border="0" alt="laugh.gif" /> one of those seems so feasible, and the other, so... ambitious <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/happy.gif" style="vertical-align:middle" emoid="^_^" border="0" alt="happy.gif" />

the idea i had for qc was to expand it greatly with jungles etc., but have a small section only accessible by a secret beach on the other side of the island, which would only become dockable at a certain point in a certain quest. and it would be that section containing the 'strange house.' i dunno if that idea would ever come to fruition though <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/happy.gif" style="vertical-align:middle" emoid="^_^" border="0" alt="happy.gif" />[/quote]

That's the spirit! Use the existing locations as buildingblocks and let your imagination create something new and unique.
Technically it should not be too difficult to combine roommodels into a new, mazelike underground city. One can even blacken out the windows by means of the Locations.models.back (see new Wiki tutorial <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" /> )
 
The underground "city" wouldn't have to have houses... just a series of tunnels from the dungeons. Maybe some interiors, like for the church, just accessible by going out one end of a tunnel; or reuse the Animists cave, with some different colours.

Tell me more about your QC additions, Jack. And what do you mean by "tilepages"?
 
Sorry Alan Smithee, I meant "titlepages": for example the frozen picture of Oxbay Canyon reading "Oxbay Canyon", while loading. I want to reuse it with new text.

The QC additions consist of a large prisonmaze with some different paths in the end. Just series of locations, because that´s all I can do at the moment.

Variations of those loadingpictures would certainly help it up a bit.
 
<!--`QuoteBegin-Jack` Rackham+--><div class='quotetop'>QUOTE(Jack Rackham)</div><div class='quotemain'><!--QuoteEBegin-->Sorry Alan Smithee, I meant "titlepages": for example the frozen picture of Oxbay Canyon reading "Oxbay Canyon", while loading. I want to reuse it with new text.

The QC additions consist of a large prisonmaze with some different paths in the end. Just series of locations, because that´s all I can do at the moment.

Variations of those loadingpictures would certainly help it up a bit.[/quote]

The Tilepages are in the RESOURCETEXTURESLOADING folder.
To reuse "Tilepages" with new texts, use convertorTX to convert the file you want to change in TGA format. After that, you can modify it with photoshop for example and put new text. Save it with a new name and "reconvert" it in TX format.

When you will define your new location, call the new file in the ".image" of the location like that :

Locations[n].image = "loadingNew_file.tga"; //but don't put New_file.tga.tx (the real name)

Screwface.
 
I've accomplished a new package of my Khael Roa mod and i think it works fine now !

I have added some walking crew members in the hideout and you have the possibility (when you talk to them) of waiting 1, 5, 10 days or a month in the hideout. Like that, if you have planks and sailcloth in your hold and repair ability, your ships can be repair by spending days in the hideout.

The problem is that my english is limited and no realistic. So if someone want to take my dialogs files to make them more "English", it would be great !

Screwface.
 
great, screwface, where can we download it?

yes, you can put an if statement in reinit.c. best to use a property on the player character, i reckon. something like:

if (!CheckAttribute(pc,"KRInitialised"))
{
pc.KRInitialised = true;

...

}

and then you also have to remember to put <b>ch.KRInitialised = true;</b> in the player character definition in character_init.c, so the reinit doesn't take place if they start a game from scratch.
 
<!--`QuoteBegin-Screwface`+--><div class='quotetop'>QUOTE(Screwface)</div><div class='quotemain'><!--QuoteEBegin-->The idea is very good but at this time, for me i haven't find a way to "reuse" the shore locations of the others islands as i did it with the jungle locations. It seems that a shore location is more "linked" with its original island so the game freeze when i want to reuse it in an other island.[/quote]

hmm... i haven't had a look at it yet, but i'm sure that information is stored somewhere we can edit it. windows search feature is a modder's best friend <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/happy.gif" style="vertical-align:middle" emoid="^_^" border="0" alt="happy.gif" />
 
<!--`QuoteBegin-CatalinaThePirate`+--><div class='quotetop'>QUOTE(CatalinaThePirate)</div><div class='quotemain'><!--QuoteEBegin-->(as opposed to the Octopus Bay hill path on FdF, which looks as if you could drive a combine through it).[/quote]

hmmm, now there's a mod idea... <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/laugh.gif" style="vertical-align:middle" emoid="xD:" border="0" alt="laugh.gif" />
 
Great work Screwface!
<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" />
 
Thank you Screwface, I´ll save that for later on.

Glad to hear there is a new KR mod coming.

Everything f**ked up when I added some new locations. Doors and areas locked themselves and I found myself INSIDE a cell in the prison. Hope that it has something to do with the discussed Reinit situation.
 
<!--`QuoteBegin-Jack` Rackham+--><div class='quotetop'>QUOTE(Jack Rackham)</div><div class='quotemain'><!--QuoteEBegin-->Thank you Screwface, I´ll save that for later on.

Glad to hear there is a new KR mod coming.  

Everything f*ck up when I added some new locations. Doors and areas locked themselves and I found myself INSIDE a cell in the prison. Hope that it has something to do with the discussed Reinit situation.[/quote]

Have you define the "_Back" locators in your new locations. The back locators define "where you go". Generally, areas are locked when there is no "_back" locator defined.

Screwfrace.

PS : is there someone who knows how to redefine an item locator ? and where the cabin chest is created in the build ? <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/sad.gif" style="vertical-align:middle" emoid=":(" border="0" alt="sad.gif" />
 
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