RE: Land HO screens: I like the combination of lookout and spyglass best, but it's only a matter of taste.
I set the displaytime for the screens rather short to keep the interruption small. The code fot that is in cccDirectsail.c :
<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->
SendMessage(&SeaFader, "ls", FADER_PICTURE0, "LandHo.tga");
SendMessage(&SeaFader, "lfl", FADER_IN, 0.5, true);<!--c2--></div><!--ec2-->and a few lines below for the Sail Ho screen:
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SendMessage(&SeaFader, "ls", FADER_PICTURE0, "SailHo.tga");
SendMessage(&SeaFader, "lfl", FADER_IN, 0.5, true);<!--c2--></div><!--ec2-->Increase the 0.5 if you want to display the screen longer.
<!--quoteo(post=175142:date=Dec 9 2006, 01:55 AM:name=Admirable Mike)--><div class='quotetop'>QUOTE(Admirable Mike @ Dec 9 2006, 01:55 AM) [snapback]175142[/snapback]</div><div class='quotemain'><!--quotec-->
I WAS getting crashes when the Sail HO screen came up. That was with 14 Alpha version.
I went back to 13 and took the cccDirectSail mod from the ftp site. No more crashes.
I noticed that with the Alpha version I could not find the WhrWeather.c and console.c files had not been in the 14 Alpha files. I know because I searched for the WhrWeather.c file before reverting to 13 build.
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I am still busy with B13, so I can't tell if Directsail works in B14. But I think other people use it there (right, anyone ? ). I also can't imagine that someone removed wheather\WhrWeather.c in B14. Maybe you got an corrupted update ?
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I do have one issue though. I have tried for two days to leave an island, unsuccessfully. Apparently you cannot leave if in contact with enemy ships. Each hour more ships are generated and I was under attack. I even had 3 French ships show up as friendly to me and switch on the hour to be enemy.
I've returned twice to the island for repairs. My dream is to test this DirectSail concept !!
I love the sailing but I want to arrive ! !
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That can surely be frustrating, but it's a PotC feature that you can't escape out of a battle or chase to the map or some island, and it would also be frustrating if a reload would rip you out of a battle you are winning:
<!--quoteo(post=174986:date=Dec 7 2006, 09:25 PM:name=CouchcaptainCharles)--><div class='quotetop'>QUOTE(CouchcaptainCharles @ Dec 7 2006, 09:25 PM) [snapback]174986[/snapback]</div><div class='quotemain'><!--quotec-->
<!--quoteo(post=174912:date=Dec 7 2006, 05:11 PM:name=CouchcaptainCharles)--><div class='quotetop'>QUOTE(CouchcaptainCharles @ Dec 7 2006, 05:11 PM) [snapback]174912[/snapback]</div><div class='quotemain'><!--quotec-->
<!--quoteo(post=174859:date=Dec 7 2006, 10:59 AM:name=Jonathan Aldridge)--><div class='quotetop'>QUOTE(Jonathan Aldridge @ Dec 7 2006, 10:59 AM) [snapback]174859[/snapback]</div><div class='quotemain'><!--quotec-->
Hmm, I was just about to board a surrendered ship when the Direct Sail random encounter triggered, respawning all the ships, and making my prize disappear. <img src="style_emoticons/<#EMO_DIR#>/sad.gif" style="vertical-align:middle" emoid="
" border="0" alt="sad.gif" />
Can this be fixed CCC?
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Ah, yes, it annoys me as well that the shiptraffic respawns. Currently I don't know if and when I will ever be able to change that (I am still busy bugfixing things in B13, didn't even know that Directsail was already in B14 <img src="style_emoticons/<#EMO_DIR#>/whistling.gif" style="vertical-align:middle" emoid="
" border="0" alt="whistling.gif" /> )
There is a check that prevents respawning if hostile ships are nearer than 1000m, so that you are not ripped out of battles or chases. That doesn't yet work for neutral or surrendered ships
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But as you seem to be an able coder, maybe you'd like to tackle this problem yourself (just an offer <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid="
" border="0" alt="smile.gif" /> )? The code for the above mentioned check is in cccDirectsail.c :
<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->bool DirectsailCheck() // called hourly by Whr_UpdateWeather
{
// aborts function if enemyships near, so that you aren't teleported out of an engagement
int enemydist = 0;
int nextenemy = 0;
nextenemy = FindClosestShipofRel(GetMainCharacterIndex(), &enemydist, RELATION_ENEMY);
Trace("DirectsailCheck; nextenemy: "+nextenemy + " dist: "+enemydist);
if(nextenemy!= -1 && enemydist<1000 ) return false;
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Maybe adding a similar check for RELATION_NEUTRAL would work? Or has someone an idea which other condition or playeraction should prevent unwanted or untimely encounter respawns?
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If you want you could go the other way and make reloads easier: outcomment the
<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->
if(nextenemy!= -1 && enemydist<1000 ) return false;
<!--c2--></div><!--ec2-->
line with two // in front
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// if(nextenemy!= -1 && enemydist<1000 ) return false;
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and pursuing enemies will not prevent an island transfer anymore.