Why would you want to play as a pirate in "Devlin Opera"? Consider:
As a pirate, you'd want a fast, well-armed ship with plenty of hold space for looted cargo. To join the Pirate Brethren, you go to Turks Island, where - for a price - the governor makes the pirates friendly to you. Then you go to Nevis Pirate Settlement to sign up with the Brotherhood.
The first thing "Devlin Opera" does is to give you a fast galleon, which is a disgustingly awesome ship for a pirate. The second thing it does is to send you to San Salvador, alias Turks Island - to the governor's residence, no less! The third thing it does is to send you to Nuestra Señora Nieves, alias Nevis. About the only thing it doesn't do is have Bonnie say that pirates have a lot of fun and she wants to be one. (Though it does tell you to hoist a pirate flag before you go to San Salvador.)
So really, the question is, why would you not want to play as a pirate in "Devlin Opera"?
Cuba: no problem with sending the player to the port, just give a better reason in game for doing so. Spawning right next to the port is fine, it saves a lot of searching around if you don't have a map of the island and can't use Sail-To.
Crewmember: strangely, if I sped up time then he'd always make it to me. Only if I left time at normal rate did he always stop short. He originally had 20 seconds.
Bonnie: there are two obviously different solutions - tell Rocoso to hide, or stay and face Don Evaristo. The latter worked without any trouble. If you hide Rocoso then, when you leave the shipyard, Dragan is right there in front of you. Originally when I couldn't buy the cloak, I thought the quest had broken, and I only found that you could talk to the crew guards when I looked through the code. Besides, given the trouble you had getting the cloak to work, it would be a shame if most players never see it! As for sitting, if you use the jumpstart to get to Santiago straight away then Bonnie will probably sit because 'PChar.model.animation' is probably inherited from the definition of "Beatrice" in "initModels.c", where her animation is set to "woman_sit". But if you go to Martinica and play as either Bonnie or Blaze then it will end with "Switch_to_Beatrice", which sets 'PChar.model.animation' to "Beatrice". From that moment on, Beatrice and Bonnie are doomed never to be able to sit again.
I originally created the blank dialog files to help when I was writing "Ardent". Several of the storyline's dialogs refer to "Taíno", with the accent, and I've never seen this problem before, which is why I didn't give it a second thought when I changed "Rocoso Balboa_dialog.h". Then I tried playing as Bonnie and saw the weirdness.
I'm hoping to get the next update out soon - it's well overdue!
As a pirate, you'd want a fast, well-armed ship with plenty of hold space for looted cargo. To join the Pirate Brethren, you go to Turks Island, where - for a price - the governor makes the pirates friendly to you. Then you go to Nevis Pirate Settlement to sign up with the Brotherhood.
The first thing "Devlin Opera" does is to give you a fast galleon, which is a disgustingly awesome ship for a pirate. The second thing it does is to send you to San Salvador, alias Turks Island - to the governor's residence, no less! The third thing it does is to send you to Nuestra Señora Nieves, alias Nevis. About the only thing it doesn't do is have Bonnie say that pirates have a lot of fun and she wants to be one. (Though it does tell you to hoist a pirate flag before you go to San Salvador.)
So really, the question is, why would you not want to play as a pirate in "Devlin Opera"?
Cuba: no problem with sending the player to the port, just give a better reason in game for doing so. Spawning right next to the port is fine, it saves a lot of searching around if you don't have a map of the island and can't use Sail-To.
Crewmember: strangely, if I sped up time then he'd always make it to me. Only if I left time at normal rate did he always stop short. He originally had 20 seconds.
Bonnie: there are two obviously different solutions - tell Rocoso to hide, or stay and face Don Evaristo. The latter worked without any trouble. If you hide Rocoso then, when you leave the shipyard, Dragan is right there in front of you. Originally when I couldn't buy the cloak, I thought the quest had broken, and I only found that you could talk to the crew guards when I looked through the code. Besides, given the trouble you had getting the cloak to work, it would be a shame if most players never see it! As for sitting, if you use the jumpstart to get to Santiago straight away then Bonnie will probably sit because 'PChar.model.animation' is probably inherited from the definition of "Beatrice" in "initModels.c", where her animation is set to "woman_sit". But if you go to Martinica and play as either Bonnie or Blaze then it will end with "Switch_to_Beatrice", which sets 'PChar.model.animation' to "Beatrice". From that moment on, Beatrice and Bonnie are doomed never to be able to sit again.
I originally created the blank dialog files to help when I was writing "Ardent". Several of the storyline's dialogs refer to "Taíno", with the accent, and I've never seen this problem before, which is why I didn't give it a second thought when I changed "Rocoso Balboa_dialog.h". Then I tried playing as Bonnie and saw the weirdness.
I'm hoping to get the next update out soon - it's well overdue!