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Devil's island

<!--QuoteBegin-SirChristopherMings+--><div class='quotetop'>QUOTE(SirChristopherMings)</div><div class='quotemain'><!--QuoteEBegin-->Screwface, After `re-reading` my last post I realize that I am not being clear in what I'm saying, is there anything about that line, ""Island_SetReloadEnableGlobal("KhaelRoa", true); ", that makes it something we shouldn't use? Does it cause something else to happen that I don't know about? Remember, I am still a neophyte modder and I have a lot to learn. You had mentioned in an earlier post:

I was concerned that I might be making problems when I thought I was solving them. It does appear to work though. That's the biggest problem with me, sometimes I can make something work, but I don't know why. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/rolleyes.gif" style="vertical-align:middle" emoid=":rolleyes:" border="0" alt="rolleyes.gif" />

I am tempted to just remove that disabling line in the Quest_reactions C notepad at the end of the KR quest becuase I think that is what is causing the problem, but I am not sure if taking it out will throw off the game some how. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/mellow.gif" style="vertical-align:middle" emoid=":|" border="0" alt="mellow.gif" /> (I'll probably do it anyway, just to see what happens....)

I can't tell you how much I have enjoyed participating in this venture with you, I think your work is great, and I am having a lot of fun testing and basically trying to break the game. I wanted to make that clear in case my earlier post made it sound like I was being critical. I'll keep working on it, and your comments above about collaboration, i think, is what really makes PA a great and special place. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/me.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="me.gif" /><!--QuoteEnd--></div><!--QuoteEEnd-->

Thanks Mings <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/pirate2.gif" style="vertical-align:middle" emoid=":p:" border="0" alt="pirate2.gif" /> i have enjoyed your help too and i've never thought that one of your post sounds critical. I'm not an experimented coder (like kieron) and i learn every days. I think i was lucky with the KR Mod and i hope it works for everybody (it wasn't the case with my first realise).

About the Island_SetReloadEnableGlobal("KhaelRoa", true). Perhaps i'm mistaking but for me this line disable the access to KR but if you have puted Island_SetReloadEnableLocal("KhaelRoa", "reload_1", true) just after it, it's allright because this last method `re-enable` it.

Locations[FindLocation("KhaelRoa_port")].reload.l1.disable = 0; //<--I added this line
Locations[FindLocation("KhaelRoa_port")].reload.l2.disable = 0; //<--I added this line

I think this 2 lines are more important to restore access to KR for people who have completed the main quest !

Screwface.
 
Jack, new game is not necessary needed if you call your IM_Reinit file in the reinit.c but be careful, you must put some test in your IM_reinit to avoid of "recreating" your new locations if you reinit several times. This point is essential !

I think KR was a particular case because of its rule in the main quest. Main quest `re-enable` its access, change its model and finally disable its access again. So, if you expand another island, you shouldn't meet the same problems. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/pirate3.gif" style="vertical-align:middle" emoid=":p2" border="0" alt="pirate3.gif" />:

Screwface.

Note : A small idea. Why not putting an abandoned (or not) buccaner's fort somewhere in your jungles by reusing the Douwesen pirate fort ![/quote]


Maybe for other real amateur like myself this may be a help. After days of testing I have only found one way to continue adding locations:

Add. Start new game. Reinit. Sail there and check it out. Quit.

Repeat, repeat etc DON`T SAVE.

I`m not using the "IM_Reinit" file at all.

Another thing:
By deleting /* and */ in locationlocations_loader.c you can make locators visible. CCC.

By adding to lines with..............."randitem"..........
and.................."box".............. all possible itemsplaces will also be visible.

A Fort it will be yes, how did you know?
 
<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->Note : A small idea. Why not putting an abandoned (or not) buccaner's fort somewhere in your jungles by reusing the Douwesen pirate fort !<!--QuoteEnd--></div><!--QuoteEEnd-->

<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->A Fort it will be yes, how did you know?<!--QuoteEnd--></div><!--QuoteEEnd-->

You guys have the best ideas! <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" />

Lady Cat, I just realized I hadn't responded to your question of am I better now? No, Modus Dementia still in high gear! When my computer blows up I'll reconsider my actions.
<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" />
 
<img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/pirate2.gif" style="vertical-align:middle" emoid=":p:" border="0" alt="pirate2.gif" /> Hi mates !

The walking crew members i've added in devil's island mod have given to me a new idea !

That's a small mod which can turn out to be very useful. I've added a standing crew member in front of the cabin on tutorial deck. If i talk to him, i can (like in taverns) wait until day or night in the cabin.

Like that, when you arrive on an island by night, you can wait the day before going on shore. Something else, it's very useful when you meet ennemy ships at night. You can go to the cabin, wait the day and when you return to the deck, it's day and ennemy ships are still there (weather has changed too). It's like if you have followed ennemy ships all the night to launch your attack by day ! I think that can be interesting !

I've tested it and it works but now i'm searching a method (in game code) to test if a character exist. Is there someone who knows this method ? because i want to test if my crew member already exist before creating him in the reinit.c (to avoid multiple creation by several "i" hits).

Screwface
 
An all along Fred Bob be thinkin' de Taverns be de only time machines in de 'Pelago! <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 a character exists? I don't understand...

I was looking at the FdF church today, and realized a door inside leads right to the bell tower, which inside could be indestinguishable from the inside of the lighthouse on Oxbay...

So the connecting of rooms there is perfectly possible, but first I want to make sure the view outside the window is right. The Lighthouse interior (all in the "mayak_inside" model folder) has no "back" folder, so I'm having a hard time determining what files are used for the view outside the door and out all the windows. Been browsing the files without luck... anyone already know?
 
<b>SirChristopherMings, </b>all that rum wasn't meant to help erase your Modus Dementia, it was meant to enhance it! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/laugh.gif" style="vertical-align:middle" emoid="xD:" border="0" alt="laugh.gif" />

<b>Screwface, </b>LOVE the idea of the crewmember making that changeover from night to day an option! Excellent idea!!! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/me.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="me.gif" />

<b>alan_smithee, </b>the view outside the `half-opened` door of the lighthouse MIGHT be modded into the interior so you could edit it via Photoshop or some other image editing utility. The windows above are a bit different, and I'm not home at the moment to try figuring that out. You're probably already doing this, but perhaps if you check in the .gm files you'll find the references. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/keith.gif" style="vertical-align:middle" emoid=":keith" border="0" alt="keith.gif" />
 
Yeah, it's the references I'm looking for... There are several different gm's involved, and each refers to a few different images... I could look through them all, but before taking that time I was hoping somebody already knew.

I'm almost wondering if the lighthouse doesn't just use the big general outdoors image for that entire part of the island... :^(
 
Oh hey wow, I just found a weird neat thing: the IM church has a second (basically hidden) reload location! It's just right there in the wall, on the right side, near a column. Kind of across from the confessional box, which makes me suspect it's a goof that they switched sides on.

This makes the place perfect for my underground city, as a `go-thru` location, the ruins of some old church...
 
Ooooh, that's COOOOOOL!!! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/cool.gif" style="vertical-align:middle" emoid="8)" border="0" alt="cool.gif" />

<img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/keith.gif" style="vertical-align:middle" emoid=":keith" border="0" alt="keith.gif" /> Good spotting! <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" />
 
By the way, anyone know how to disable all enemies from a location? Just to tour my new dungeon location I had to try a dozen times to hack my way through what seemed like thrice the swarthy villains as usual, upon starting a new game at that location. Very frustrating... I only got through, on my millionth try, by hiring two armed thugs in a tavern and buying us 30 life bottles apiece.
 
Yes there is a way to disable the "Vice City" enemies from an area - look in my code for the Fred Bob Quest at the end of quests_reaction.c and you will see a command for (IIRC) Isla Muelle town by the back gate just before they go out to take Estrella Disguised to Armand... It's there, I just can't recall the precise line. Something like disable "VC" with the area in parenthesis...

It's all there, all the answers are in the code, you just have to puzzle it all out and turn it to your advantage. <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" />
 
Ah, the dungeon enemies may be different, yes, you are right.

THAT you will have to go into q_r.c to edit, I think. I'm not sure where.

Perhaps you can change it in Build_settings.h so that there are NO enemies? Although I doubt that.

Not sure how to answer that until I get home to look at the code. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />
 
To compensate I tried adding the line to the init for my own character that enables immortality... but that just killed my game. I don't think I can edit that thing in ANY way without getting an evil black screen on startup.

By the way, and this has nothing to do with modding, but I came across two neat sites today. This one gives the nautical origin of common terms. It explains, for instance, that it would be anachronistic of us to use "port" or "grog" or other seafaring words in 1690.

<a href="http://www.`yacht-volant`.org/SailorTalk/seaterms.html" target="_blank">http://www.`yacht-volant`.org/Sail...k/seaterms.html</a>

(I suspect much of it may be pure bollocks, but it's hard to resist certain items as this, describing women "guests" giving birth onboard:

"If the labor was particularly difficult, or if the captain wanted to help things along in the final stages of delivery, he would call for a full broadside to be fired during a contraction. A full broadside would be powerful enough to instantly move the whole ship a foot or so sideways, and was believed to give the woman an extra "push." When the broadside helped to launch a baby boy, he would always be known as a "son of a gun.")

And this one is about the only surviving 17th century ship, the Vasa of Sweden, a `64-gun` beauty which sank immediately upon launch because it was so topheavy.

<a href="http://www.vasamuseet.se/Vasamuseet/Vasamuseet.aspx?path=%2fhome%2fvasamuseet%2fom&layout={`C0D465E0-3110`-`436A-A0E4`-EA5BB84475B8}" target="_blank">Vasa Link</a>
 
<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 agree with your "bollocks" statement! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/laugh.gif" style="vertical-align:middle" emoid="xD:" border="0" alt="laugh.gif" />

Someone was supposed to be working on a Wasa model for PotC... (I fixed your link to fix the margins)

What are you using to edit code, Alan?
 
Would be strange to see the Vasa herself, as she sunk in 1628 and wasn't unearthed (unoceaned?) till 1969. But some historical ships, adding her to the Hind and such, would be neat anyways. A whole quest involving a more realistically cursed ship, with whispers and legends surrounding her, and no captain brave or foolhardy enough to helm...

I use "wordpad" to text edit, since I haven't anything fancier. Would that make any difference?
 
<!--QuoteBegin-alan_smithee+--><div class='quotetop'>QUOTE(alan_smithee)</div><div class='quotemain'><!--QuoteEBegin-->I use "wordpad" to text edit, since I haven't anything fancier. Would that make any difference?<!--QuoteEnd--></div><!--QuoteEEnd--><img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/mybad.gif" style="vertical-align:middle" emoid=":facepalm" border="0" alt="mybad.gif" /> YES it makes a difference! Edit in NOTEPAD if you don't want to get anything fancier, but WordPad will sometimes put invisible codes into your document (like carriage returns) that will really screw with code. You can't see it, but it'll crash your game...

There are plenty of plain text editors out there with nice search/find functions & such that are better than just using Notepad. I use UltraEdit, and I really love it...

<a href="http://www.ultraedit.com/" target="_blank">http://www.ultraedit.com/</a>

Been using it for years, well worth the price to license it. There's a free trial download.

BUT you can edit in Notepad, you just won't have search functions & such. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />

THAT should stop the crashes! <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" />
 
Well, d*mn. I am between the devil and the deep blue sea as it is, since some bizarre error makes notepad crash (literally, simply disappear) after being open only a few seconds. And what you said would explain why I get game problems for no appearant reason sometimes. I'll try your program.

And now the good news: I just finished my big reskin of the IM church to make the ruins of an old Spanish cathedral (from an original Spanish colony ages ago, as per a new quest or something) beneath FdF. Here're magnificant linked thumbnails:

<a href="http://img63.exs.cx/my.php?loc=img63&image=undergroundchurch1.jpg" target="_blank"><img src="http://img63.exs.cx/img63/4546/undergroundchurch1.th.jpg" border="0" class="linked-image" /></a>

<a href="http://img63.exs.cx/my.php?loc=img63&image=undergroundchurch2.jpg" target="_blank"><img src="http://img63.exs.cx/img63/455/undergroundchurch2.th.jpg" border="0" class="linked-image" /></a>

<a href="http://img63.exs.cx/my.php?loc=img63&image=undergroundchurch3.jpg" target="_blank"><img src="http://img63.exs.cx/img63/6651/undergroundchurch3.th.jpg" border="0" class="linked-image" /></a>

<a href="http://img63.exs.cx/my.php?loc=img63&image=undergroundchurch4.jpg" target="_blank"><img src="http://img63.exs.cx/img63/2858/undergroundchurch4.th.jpg" border="0" class="linked-image" /></a>
 
<!--QuoteBegin-alan_smithee+--><div class='quotetop'>QUOTE(alan_smithee)</div><div class='quotemain'><!--QuoteEBegin-->By the way, anyone know how to disable all enemies from a location? Just to tour my new dungeon location I had to try a dozen times to hack my way through what seemed like thrice the swarthy villains as usual, upon starting a new game at that location. Very frustrating... I only got through, on my millionth try, by hiring two armed thugs in a tavern and buying us 30 life bottles apiece.<!--QuoteEnd--></div><!--QuoteEEnd-->

I assume that you want to test a new location, right? So this might help you:

The generation of dungeonmonsters, junglebandits, townvagabonds, residents etc. takes mostly part in landencountersLEnc_monsters.c . Much of that file has been changed by VC, but the basic principle is still the original one.

The routine checks first for the locationattribute "location.type" (e.g. dungeon, jungle, town, house, residence etc.) and then generates the type and number of enemies or residents that shall appear in this locationtype.

So if you want to test a location set its type to residence or shop and no enemies will appear. (Takes effect only after initialization of loc)

Or go to Loc_AILai_monsters.c where the max number of VC characters for a certain locationtype is set like this

<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->if(location.type == "tavern" && maxMonsters > 4) maxMonsters = 4;<!--c2--></div><!--ec2-->
Find the right entry for your testlocation (dungeon is default) and set maxMonsters = 0 . This takes immediate effect.
 
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