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Explorers...

superdurnius

Corsair
Coordinator
3D Artist
Storm Modeller
We already have explorer mod in sailing mode... You have to find location before you can fast travel it... Why don't we make the same to towns? You must first find tavern, before quick traveling to it... It would mace sense of those direction questions from civilians... And I would really love to explore ALL the cities we have made...
 
That might be possible, but I see a slight problem with that:
- Many towns are made as copies from stock game towns, but do have their taverns and such moved around.
That means that the signs outside are wrong in those towns, which is going to make finding the tavern and such quite hard.
- Only the original game towns actually have citizens that can give you directions.
These would need to be added to all other towns as well.

Do you think it would be possible to remove the signs from the regular location GM files,
then put them in a seperate one instead so that we could have different signs for different towns?

And would anybody be willing to make updated citizen dialog files for the new towns?
Would be wonderful if the new towns had them too, because now the old ones are still more 'complete' than the new.

Usually I use fast travel to go somewhere, because I can't find the place I'm looking for manually. :facepalm
But I do like your idea; hopefully we can do it. :doff
 
I also like it ;)

We would NEED to change the signs as to not make it impossible to find the building and then we need people to actually do the dialog file update (it isn't that hard to edit a dialog if someone wants to get into light coding ;))
 
I tried before to export original towns with gm viewer... Almost all the time they are completely screwed... That's why I'm almost all the time creating from scratch....

Let's say like that:
Name me copied model... And I'll do what I can to extract as many parts as possible. Then we'll think what can I do...

Edit: I'll work with greenford for moment...
 
That'd be wonderful, Marbatico. It should be quite easy to make such dialogs.
All you need to do is take an existing one and copy it. Not much code modifications would be needed,
just change the actual text to relate to the new towns.
And add some characters in each new town location to use that dialog. :onya
 
whatihavemanagedtoextra.jpg

Deleted screwed parts... Not much left, isn't it?

I can figure only one way... I can't edit the original model files, so sings have to be removed texture-vise... Alpha, recolors, etc.

Model-vise I can do only one thing... Extracted parts can give me only feel and minimal orientation of town. In that way I may make add_signs models...
 
It should indeed be pretty possible to find the textures that are used for the signs and
make them invisible with alpha maps. Then if you can make an _add file, we could add the correct signs that way.
And they'd be nicely correct for all towns. :woot

Maybe you can convince Screwface to have a look at disabled fast travel on land until you discovered the places.
He managed it for sea, so maybe he can do it for land too.
 
It should indeed be pretty possible to find the textures that are used for the signs and
make them invisible with alpha maps. Then if you can make an _add file, we could add the correct signs that way.
And they'd be nicely correct for all towns. :woot
I think this would be the best way to approch it
 
Mace all... And even you can mace more. Like where can I find streat merchant or something... Be creative, man...

-Where could I find Port commander?
-In port, moron...
 
like in tortuga

Q: where can i find the tavern?
A: how could you possibly miss that! it's right in front of the bloody docks!
 
is explorer mode coupled up to buying maps? also, just to point something out, why would the player have a great map of the islands, but not a single place marked on them? needs some thought.
 
i was talking about the world map. still, he wouldn't know that there is a route to a place if he doesn't even know that something's there.
 
like in tortuga

Q: where can i find the tavern?
A: how could you possibly miss that! it's right in front of the bloody docks!
Yes, something like that. Just don't write everything like question answering Robot... You even can write more locations, that doesn't have quick travel... Like bordel, bazaar (couple of street merchants in one place) or etc...
 
Generally speaking directions are best given either from the jetty or gate to the port, just so you know ;)
 
Here are the modifications to disable the fast travel until you discovered the place.

In the locations init files, just add this kind of line to the declaration of reload locator you want to disable :

if(!bArcadeMode) Locations[n].reload.l(num).goto_disable = 1; // Screwface: Disable Go-To location

For example if you want to disable the fast travel to douwesen tavern, you have to add this kind of line in the Locations\init\douwesen.c like this :

Code:
	Locations[n].reload.l3.name = "reload3";
Locations[n].reload.l3.go = "Douwesen_tavern";
Locations[n].reload.l3.emerge = "reload1";
Locations[n].reload.l3.autoreload = "0";
Locations[n].reload.l3.label = "Tavern.";
if(!bArcadeMode) Locations[n].reload.l3.goto_disable = 1; // Screwface: Disable Go-To location

Do the same for every locator you want disable the fast travel, in all locations init files.

Second step :
In Characters\characters_reload_check.c file, add the 2 new lines of code where my name is outcommented

In this function :
Code:
bool chrCheckReload(ref loc, string reloadLocatorName)
{
//Reload locator
aref rl, at;
makearef(rl, loc.reload);
int num = GetAttributesNum(rl);
int disableVal = 0;
for(int i = 0; i < num; i++)
{
at = GetAttributeN(rl, i);
if(CheckAttribute(at, "name") && at.name == reloadLocatorName) // PB: For missing attribute
{
if(CheckAttribute(at, "goto_disable")) disableVal = sti(at.goto_disable); // Screwface : disable fast travel			
if(CheckAttribute(at, "disable")) disableVal = sti(at.disable);
if(CheckAttribute(at, "close_for_night") && sti(at.close_for_night)>0)
{
if(GetTime()>22.0 || GetTime()<6.0) disableVal++;
}
return disableVal <= 0;
}
}
return false;
}

And this one :
Code:
int chrCheckReloadLink(ref loc, string reloadLocatorName) // KK
{
ref mc = GetMainCharacter(); // KK
mc.reloadStatus = "Reload";//MAXIMUS: for more easy locator identification
//Reload locator
aref rl, at;
makearef(rl, loc.reload);
int num = GetAttributesNum(rl);
int disableVal = 0;
for(int i = 0; i < num; i++)
{
at = GetAttributeN(rl, i);

// KK -->
if (CheckAttribute(at, "disabled") == true && sti(at.disabled) == true) {
mc.reloadStatus = "Closed";
return 1;
}
// <-- KK
if(CheckAttribute(at,"name"))
{
if(at.name == reloadLocatorName)
{
if (CheckAttribute(at, "goto_disable")){DeleteAttribute(at, "goto_disable");} // Screwface : we discovered the place
// KK -->
if (at.go == "") {
mc.reloadStatus = "Nothing";
return 1;
}
...................
...................

The if(!bArcadeMode) will associate the explorer mod with the realistic sailing mod. If you want to associate your explorer mod with an other option or by default, just replace or remove it !!

:keith
 
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