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Direct, continuous sailing

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.

I wanted to use it with 13 and now I can.

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 ! !
 
<!--quoteo(post=175142:date=Dec 9 2006, 12:55 AM:name=Admirable Mike)--><div class='quotetop'>QUOTE(Admirable Mike @ Dec 9 2006, 12:55 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.

I wanted to use it with 13 and now I can.

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 ! !
<!--QuoteEnd--></div><!--QuoteEEnd-->

Yes this was made with build13 in mind - i suspect once its as good as can be it will become a working part of future builds.

Good point on the 'not arriving' thing if you have enemy encounters! mostly the encounters i get are peacefull(about 1 in 5 are hostile from what i can tell). hmmm

<!--quoteo(post=175142:date=Dec 2 2006, 12:55 AM:name=CCC)--><div class='quotetop'>QUOTE(CCC @ Dec 2 2006, 12:55 AM) [snapback]175142[/snapback]</div><div class='quotemain'><!--quotec-->
You can make the encounters random by setting
CODE
#define DIRECTENCOUNTERCHANCE 100 // chance in percent that an encounter fleet appears every hour

on top of CCCdirectsail.c to less than 100%<!--QuoteEnd--></div><!--QuoteEEnd-->

try changing the "100" to 50 - I've set it as such in my current tests, so in theory i should only have a 50% chance of an encounter on the hourly weather update. I havent had time to test it - but if you have less encounters - you should be more likely to reach your destination?

As for the screen shots for "sail/land ho!" - i thought of another reason to have a full screen spyglass, rather than the shot of the crows nest. If your not sailing a square-rigger it can seem a tiny bit weird to see the large sail configuration?

I think i'll play with the larger "sail/land ho!" text from the combined shots i posted last and go re-visit those initial spyglass shots. Still i'm happy to hear any other suggestions i could try out <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />
 
<!--quoteo(post=174969:date=Dec 7 2006, 08:27 PM:name=CouchcaptainCharles)--><div class='quotetop'>QUOTE(CouchcaptainCharles @ Dec 7 2006, 08:27 PM) [snapback]174969[/snapback]</div><div class='quotemain'><!--quotec-->
Yes, that little compass without radar was made for such views. Thanks to Pieter and Maximus for putting it into the Build <img src="style_emoticons/<#EMO_DIR#>/me.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="me.gif" />:
<!--QuoteEnd--></div><!--QuoteEEnd-->You're quite welcome, but I only put it in. Maximus was the one who made it toggleable. I think it was a very good idea of yours and it's great to have it in the Build with an ingame toggle. <img src="style_emoticons/<#EMO_DIR#>/w00t.gif" style="vertical-align:middle" emoid=":woot" border="0" alt="w00t.gif" />

<!--quoteo(post=174969:date=Dec 7 2006, 08:27 PM:name=CouchcaptainCharles)--><div class='quotetop'>QUOTE(CouchcaptainCharles @ Dec 7 2006, 08:27 PM) [snapback]174969[/snapback]</div><div class='quotemain'><!--quotec-->
Maybe I can find a check so that encounters are only triggered if you are far away from an island.
<!--QuoteEnd--></div><!--QuoteEEnd-->
That sounds like a good idea. Other random idea: Only trigger encounters if you're far away from the island and you are sailing away from the island. Once you get to the new island, there will be ships generated around the island anyway, right? So there wouldn't need to be generated any additional ones.

<!--quoteo(post=175053:date=Dec 8 2006, 11:17 AM:name=Black Bart)--><div class='quotetop'>QUOTE(Black Bart @ Dec 8 2006, 11:17 AM) [snapback]175053[/snapback]</div><div class='quotemain'><!--quotec-->
Thoughts/suggestions? Are they better than whats in the mod so far - could they be better? etc
<!--QuoteEnd--></div><!--QuoteEEnd-->
I do like these screens, but I would prefer it if I could see the sea through the spyglass view as well. Also: The font might look nicer with some 3D/shadow effects on it that can be added with programs like Photoshop.

<!--quoteo(post=175058:date=Dec 8 2006, 02:00 PM:name=Admirable Mike)--><div class='quotetop'>QUOTE(Admirable Mike @ Dec 8 2006, 02:00 PM) [snapback]175058[/snapback]</div><div class='quotemain'><!--quotec-->
My game crashes just after I get the Sail Ho screen.
<!--QuoteEnd--></div><!--QuoteEEnd-->
Which game version are you using? Build 13? Or the Pre Build 13 Base version? Are you talking about the "Sail Ho" screen on the 3D worldmap by any chance?
 
i've doen some more thinking, and what i think would be a good sail ho screen would be a screenshot of the ships when you just encountered them in 3D sailing mode. <img src="style_emoticons/<#EMO_DIR#>/yes.gif" style="vertical-align:middle" emoid=":yes" border="0" alt="yes.gif" /> preferably only a little ship like a barque to make it seem further away. i have encountered a single barque once, so it can be done. i think that the full screen spyglass is better than one in a corner with the crowsnest filling up the rest.
 
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:
<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->
        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.
<!--QuoteEnd--></div><!--QuoteEEnd-->
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 ?

<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->
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 ! !
<!--QuoteEnd--></div><!--QuoteEEnd-->
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?
<!--QuoteEnd--></div><!--QuoteEEnd-->
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=":wp" 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
<!--QuoteEnd--></div><!--QuoteEEnd-->
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;
<!--c2--></div><!--ec2-->
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?
<!--QuoteEnd--></div><!--QuoteEEnd-->
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
<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->
//  if(nextenemy!= -1 && enemydist<1000 ) return false;
<!--c2--></div><!--ec2-->
and pursuing enemies will not prevent an island transfer anymore.
 
Or maybe there could be a choice like the sailing map activation icon to get teleported to the next cell? <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />
 
i wish i was able to save at sea. <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" /> it would make it far easier for me to sail to another island in 3D mode. and yes, i have already succesfully sailed to another island in build 14 alpha. <img src="style_emoticons/<#EMO_DIR#>/yes.gif" style="vertical-align:middle" emoid=":yes" border="0" alt="yes.gif" />
 
<!--quoteo(post=175166:date=Dec 9 2006, 12:49 PM:name=Pieter Boelen)--><div class='quotetop'>QUOTE(Pieter Boelen @ Dec 9 2006, 12:49 PM) [snapback]175166[/snapback]</div><div class='quotemain'><!--quotec-->

<!--quoteo(post=175053:date=Dec 8 2006, 11:17 AM:name=Black Bart)--><div class='quotetop'>QUOTE(Black Bart @ Dec 8 2006, 11:17 AM) [snapback]175053[/snapback]</div><div class='quotemain'><!--quotec-->
Thoughts/suggestions? Are they better than whats in the mod so far - could they be better? etc
<!--QuoteEnd--></div><!--QuoteEEnd-->
I do like these screens, but I would prefer it if I could see the sea through the spyglass view as well. Also: The font might look nicer with some 3D/shadow effects on it that can be added with programs like Photoshop.
<!--QuoteEnd--></div><!--QuoteEEnd-->

Yeah i'm just trying to get a good layout mainly - i had a go at 'sprucing up' the text as i'm quite happy with the font(olde world enough, but clear). he he once we decide what layout of screen we would like then i can have a go at putting it together.

On the sea in the spyglass view - this has the problem of that graphic not being representative of the actual ships you will meet 90% of the time, and if its a far of shot to try to hide the actual ships id and make it look far away; then in the brief time the screen is shown you only register a mostly empty spyglass. I'm not sure what method is best to keep it as 'generic' as possible?

For the land shot it would be much easier to have it with the sea in view, as one bit of headland looks very much like another.

I'm going to go looking for a nice pic of someone in a crowsnest using a spyglass - then have a go at putting that on the spyglass view and see what it looks like. I figure i have months of messing around with this(its hardly essential!) and hopefuly we can end up with a nice period feel shot for these screens, as Morgan Terror said.
 
<!--quoteo(post=175203:date=Dec 9 2006, 04:17 PM:name=Rico)--><div class='quotetop'>QUOTE(Rico @ Dec 9 2006, 04:17 PM) [snapback]175203[/snapback]</div><div class='quotemain'><!--quotec-->
Or maybe there could be a choice like the sailing map activation icon to get teleported to the next cell? <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />
<!--QuoteEnd--></div><!--QuoteEEnd-->
Well, the teleport should be activated by navigating the right distance in the right direction. And without that the mod wouldn't know WHERE to teleport you. But a choice in form of a toggle key might be a good thing: Switching Directsail mode OFF would prevent encounters and teleports when you don't want them.

Maybe I can use the "Always Run" toggle for that....


Found another problem: used the "Sail to" icon to get to another ship. Cause that fast track teleport took more than an hour the hourchange triggered directsail and generated an encounter. A few seconds later I had a CTD. Maybe because the ship I had initially sailed to with the icon had been respawned by Directsail ???

So be careful with using "Sail To" till we have found a condition which tells Directsail that the hourchange was caused by "Sail To".
 
it happens occasionally with sailing to a port as well. it gets really frustrating when two hours pass. <img src="style_emoticons/<#EMO_DIR#>/mybad.gif" style="vertical-align:middle" emoid=":facepalm" border="0" alt="mybad.gif" />
 
<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->i wish i was able to save at sea. it would make it far easier for me to sail to another island in 3D mode.<!--QuoteEnd--></div><!--QuoteEEnd-->

Quoted for truth. I don't know if it is possible or not, but I would love to have this feature. <img src="style_emoticons/<#EMO_DIR#>/par-ty.gif" style="vertical-align:middle" emoid=":cheers" border="0" alt="par-ty.gif" />
 
that's what i meant. <img src="style_emoticons/<#EMO_DIR#>/mybad.gif" style="vertical-align:middle" emoid=":facepalm" border="0" alt="mybad.gif" />
 
<img src="http://i128.photobucket.com/albums/p199/BlackBart06/SailHoTextA.jpg" border="0" alt="IPB Image" />

I really tried hard to find a nice period picture of a bloke in a crowsnest but have not had any luck so far(if anyone has one here that would be cool!) - so knocked up this as a comparison. I think i'd like the guy in the bottom left of this screen, and have the spyglass's glass blend in with the graphic of the crowsnest.

Interesting points on the 'sail to' functions - i hardly ever use them myself, but that is a problem that would need resolving for sure <img src="style_emoticons/<#EMO_DIR#>/yes.gif" style="vertical-align:middle" emoid=":yes" border="0" alt="yes.gif" />
 
pleasssseeeee a save-function at sea would be great!!

In Age Of Pirates it is possible to save at sea(3d view) ...

I think it will be also possible to mod this here in POTC ....
 
I have NO idea how to enable saving in 3D sailing mode. I doubt it is possible, but I would LOVE to be proven wrong on that one. <img src="style_emoticons/<#EMO_DIR#>/whistling.gif" style="vertical-align:middle" emoid=":wp" border="0" alt="whistling.gif" />
 
you can save at sea in your cabin when you're still docked, but that's not very usefull.
 
I've been testing your work again and I must say I enjoy it more and more! Just find some little problems : the costguards that attack you after you deal with smugglers reappear next to you after each 'sail ho' screen. And if you attacked a nation, after a 'sail ho' screen the new randoms ships of the same nation attacks you - normaly, they should look at your flag and that all, they were supposed to be too far to see you sinking a bunch of their mates.

Now I was wondering something... With this new system, couldn' it be possible to add big continental coasts? Very long coasts would be created, with pieces in common. You would see the coast ad infinitam, but in fact you would have just fragements of coasts in each octogones...
Of course, I mean : would it be possible in theory? I'm not shure somebody would like to do such an huge work!
 
the coast of brazil could be made like that if it would be possible. <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />
 
I've been testing this a bit more. On the transition between cells my previously peaceful companion of the french ship Ossieau became hostile. I know if you sailed by the navigation map method and went into the 3D sailing mode during that quest it would also become hostile(as it was meant to do), so it must be something to do with that. And might be an issue with other similar quest related missions? I was hoping to sail peacefuly from FDF to Greenford with the Ossieau in tow(but can still do that via the navigation map mode, so its not a biggie).
 
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