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Few minor modifications/additions/`bug-fixes` for PotC

After almost three days of messing around, I finally managed to get it properly working again. You can find the latest version, including CCC's SWAK/Stormy Start mod <a href="http://millenniumdock.bravepages.com/storage/others/PotCMods.zip" target="_blank">here</a>.

Changes made:
  • - Blacksmiths now can be visited again (in the previous version, this was impossible due to some stupid mistake of mine)
    - Blacksmiths actually take the money they charge (change made by CCC in his `SWAK-pack`)
    - CCCs wonderful SWAK/Stormy Start mod added (but not intervening with the other mods - a few minor changes were made: see below)
    - Malcolm Hatcher speaks again when skipping the tutorial
    • - Settings moved into BuildSettings.h; yet unused settings removed until they are needed
      - Intro movies `re-enabled` (but still 'skipable')
      - Sword and pistol equiped again when skipping the tutorial
      - You have to search for SWAK weapons instead of being given them when skipping the tutorial
      - The Blunderbuss can't be bought, but has to be found, just like all other SWAK weapons
      • I hope this works fine and I hope CCC doesn't mind the changes I made. If he does, I'll fix it on the first possible occasion.

        I'll be trying to have the post Build 12 skins actually be used by the game, either for certain quest characters or for randomly generated characters tomorrow, unless you think that is not a good idea...
 
<img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/danse1.gif" style="vertical-align:middle" emoid=":dance" border="0" alt="danse1.gif" /> Thanks, Pieter! WTG!!! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/onya.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="onya.gif" />

I will test this when I get half a moment - hopefully others will too, and we can get this committed to the B12 updates! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/william.gif" style="vertical-align:middle" emoid=":will" border="0" alt="william.gif" />

<img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/urgh.gif" style="vertical-align:middle" emoid=":urgh" border="0" alt="urgh.gif" /> Wish I had the time to finish up my Sneaky Trader to fit in with this, but I don't think it'll happen. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/urgh.gif" style="vertical-align:middle" emoid=":urgh" border="0" alt="urgh.gif" /> <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" /> <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/ohmy.gif" style="vertical-align:middle" emoid=":eek:" border="0" alt="ohmy.gif" />
 
As for the cabin, I think it was originally an "indoor" location but it has that line for "locking the weather to alcove" type. As I seem to recall, it was a build change before my time to make it an outdoor location. I just put up with the wind and the rain and leave it as it is.

It's also some odd build change, harkening several versions back, that whenever you start a new game in a location defined as "indoor" it's either too bright or too dark. That may be why someone decided to make the cabin "outdoor."

(A small problem of mine, dunno if anyone else has it, is that the little `bust-of`-character model I see when speaking with someone is all grey in most outdoor locations, but fine indoors.)
 
I'm glad I can be of some help. BTW: I noticed some tailor's shop code being omitted from the location_init.c file in the blacksmith code, but they still do work fine. Weeeiiiird. You reckon I should put that code back in?

Some other things I'd like to be able to change (please help):
- A sword and pistol being equiped when using the stormy start
- Getting the blacksmith to be paid out of your personal wealth
- Putting skeletons and indians in the Khael Roa labyrinth
 
I've been messing around with the character models (like I said I would) and updated my <a href="http://millenniumdock.bravepages.com/storage/others/PotCMods.zip" target="_blank">li'l download</a>.

<b>Changes in this version:</b>
- Omitted tailor's shop code put back into the location_init.c file (just in case it does make any difference)
- Blacksmith code manually added to location_init.c in the hope of fixing the final blacksmith bugs; ALL blacksmith code lines now commented
- Several character models switched around:
  • > Marc Blacque (Redmond) given Cat's sailor7 skin which is supposedly `French-looking`, so that you notice that he's a quest character
    > Cursed pirates changed into Mr. Blair (Cutthroat Island) and Captain Barbossa (Pirates of the Caribbean); I found it really annoying that they didn't look like cursed pirates or even pirates at all
    > pirat10 and pirat11 skins switched, so the pirate captains don't use the Barbossa skin, but the black version instead; after all: There are not supposed to be 100 Barbossa's, right?
    > Gregor Samsa (Oxbay Port) given the Greybeard skin as he's supposedly an old man and shouldn't be a real Barbossa `look-a`-like
    > Artois Voysey and Nigel Blythe changed in their evil twin skins (text for tailors also changed, so it still makes sense)
    > Redmond and Greenford prison commanders given impressive naval uniforms
    • Any comments on these changes would be welcome.
 
Thanks a lot, Pieter <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/onya.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="onya.gif" /> I'll play it over the weekend.

<!--`QuoteBegin-Pieter` Boelen+--><div class='quotetop'>QUOTE(Pieter Boelen)</div><div class='quotemain'><!--QuoteEBegin-->Some other things I'd like to be able to change (please help):
- A sword and pistol being equiped when using the stormy start
- Getting the blacksmith to be paid out of your personal wealth
[/quote]
For the money see the SWAK thread, but the equipment can't be done cause StSt selects a random blade for you. Equiping the blade would be a seperate line of code, but as the bladeID is random in the first codeline you can't write it into the second <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />
 
In testing my new characters, I'd like to be able to start out the game as one of the ladies. I know how to change the model in the stormy start in malcolm's dialog, but what would make sure I have the female animation? "pchar.model.ani = woman", which works in other places, does not do it here.
 
<img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" /> Would it be standard for the Navy to run the stockade? <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />

Regarding Voysey and Blythe - switching is a great idea, I should have thought of that! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/rolleyes.gif" style="vertical-align:middle" emoid=":rolleyes:" border="0" alt="rolleyes.gif" /> <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/onya.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="onya.gif" />

I am going to stop testing this stuff tho, I'd REALLY like to get my Sneaky Trader working for this update - or at least partially running; the treasure map thing may take a bit longer. Haven't much time as it is! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/tongue.gif" style="vertical-align:middle" emoid=":blah:" border="0" alt="tongue.gif" />

Running into some coding walls right now, and it's taking a long time to bughunt. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/urgh.gif" style="vertical-align:middle" emoid=":urgh" border="0" alt="urgh.gif" />
 
...oh, nevermind, found it. You type "animation" instead of just "ani." Yeah, consistency in code is a beautiful thing... imagine if HTML were this coherent.
 
<!--`QuoteBegin-CouchcaptainCharles`+--><div class='quotetop'>QUOTE(CouchcaptainCharles)</div><div class='quotemain'><!--QuoteEBegin-->...the equipment can't be done cause StSt selects a random blade for you. Equiping the blade would be a seperate line of code, but as the bladeID is random in the first codeline you can't write it into the second  :?[/quote]Can't you make some code like this?<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->#define STSTBLADE (1+ rand(9))

GiveItem2Character(Pchar, "blade"+ STSTBLADE ); // gives you blade1, blade2... or blade10

EquipCharacterbyItem(Pchar, "blade"+ STSTBLADE);<!--c2--></div><!--ec2-->Since I can't actually code anything, I am not sure if something like this would work or, if something like this would work, how this should be made to work... <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />
<span style='color:red'>Edit:</span>GiveItem2Character(Pchar, "blade"+ (1+ rand(9)) ); // gives you blade1, blade2... or blade10
EquipCharacterByItem(pchar, FindCharacterItemByGroup(pchar, BLADE_ITEM_TYPE)); // equips your blade[/CODE]My first bit of working code. [SHOCK] <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" />

<!--`QuoteBegin-CatalinaThePirate`+--><div class='quotetop'>QUOTE(CatalinaThePirate)</div><div class='quotemain'><!--QuoteEBegin--> <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" /> Would it be standard for the Navy to run the stockade? <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" /> [/quote]Hmm... No; not really. Good point. Let's change that back to default. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/diomed.gif" style="vertical-align:middle" emoid=":dio" border="0" alt="diomed.gif" />
 
<!--`QuoteBegin-Pieter` Boelen+--><div class='quotetop'>QUOTE(Pieter Boelen)</div><div class='quotemain'><!--QuoteEBegin-->Also: Anyone ever noticed it raining or being foggy in the tutorial cabin. How could I fix that?[/quote]Maybe it could be fixed by setting the weather to a clear day before the game starts. How might I do this?

Some things I'd still like to have changed/fixed (please help):
- Putting skeletons and indians in the Khael Roa labyrinth (don't think there actually should be smugglers in there)
- Adding a questcheck on the Fred Bob quest if it indeed isn't there (see my 2nd post in this thread)
- Fixing the cannon problem in the blacksmiths
- Possibly try and add Alan Smithee's gunboat icon (but I haven't got the slightest idea how)
 
There we go again: Some more changes to my <a href="http://millenniumdock.bravepages.com/storage/others/PotCMods.zip" target="_blank">download</a> in the hope of improving it just a little bit more. <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" />

Changes:
- Blacksmiths paid out of your personal wealth, so you can't get extremely good blades in the beginning of the game
- When using Stormy Start, you are also given a normal pistol in addition to the rest
- When using Stormy Start, your sword, pistol and spyglass are equiped when you land on the random beach
- SWAK code giving you all weapons when skipping the tutorial outcommented instead of removed
- Prison commander models reset to default (you were right Catalina <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/rolleyes.gif" style="vertical-align:middle" emoid=":rolleyes:" border="0" alt="rolleyes.gif" /> )
- Added comment lines to most of my changes (so you know what it used to be)
That's it for now. Hope I can do some more soon. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/william.gif" style="vertical-align:middle" emoid=":will" border="0" alt="william.gif" />
 
<!--`QuoteBegin-Pieter` Boelen+--><div class='quotetop'>QUOTE(Pieter Boelen)</div><div class='quotemain'><!--QuoteEBegin-->My first bit of working code. [SHOCK] <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" /> [/quote] <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/w00t.gif" style="vertical-align:middle" emoid=":woot" border="0" alt="w00t.gif" /> WTG, Pieter! ( <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/icon_eek.gif" style="vertical-align:middle" emoid=":shock:" border="0" alt="icon_eek.gif" /> <span style='color:red'>warning - this is the point of no return - you are now HOOKED and have the modders disease - there is no cure!</span> <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/modding.gif" style="vertical-align:middle" emoid=":modding" border="0" alt="modding.gif" /> )

I made a quest check in for the FBQ, Pieter... Of course, you don't have that code, but here it is:

For <span style='color:darkred'>PROGRAMDIALOGSestrella de alencar_dialog.c</span> case "Second time":

if(CheckCharacterItem(Pchar,"estrella_token"))
{
dialog.Text = "Oooh, Capitán " + PChar.name + "! You are back! Madre del Dios, is he all right?";
if (CheckQuestAttribute("talk_to_armand", "talk"))
{
Link.l1 = "I found him well and healthy, Doña Estrella.";
Link.l1.go = "report_node1";
}
else
{
Link.l2 = "I haven't found him yet, Señora. But I will be leaving soon.";
Link.l2.go = "exit";
}
}
else
{
Dialog.text = "Wait. You are a sea capitán. Are you carrying a letter to be delivered here?";
if(CheckCharacterItem(Pchar,"Letter_Reward"))
{
link.l1 = "Yes, I have a letter.";
link.l1.go = "letter_yes";
}
else
{
link.l1 = "No, I'm sorry, señorita, I am not.";
link.l1.go = "letter_no";
}
}
break;[/CODE]And from <span style='color:darkred'>PROGRAMDIALOGSArmand Delacroix_dialog.c</span> case "First time_1":
d.Text = RandSwear() + DLG_TEXT[2];
Link.l1 = DLG_TEXT[3];
Link.l1.go = "Story_first talk";
pchar.quest.talk_to_armand = "talk";
break;[/CODE]Just replace these cases and you're good to go. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/onya.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="onya.gif" />

I have a problem with the idea that you should pay the blacksmiths out of your personal wealth. Okay, that's fine if you're buying your own sword, but what happens when you buy an upgrade for your officers? I do that all the time - they are important to me, and I want them to have the best. THAT kind of thing should come out of the general wealth pool... (I do not divide the plunder)

If you want to prevent someone from getting an extremely good blade at the beginning of the game, instead of making the cost come out of personal wealth, there should be a way to restrict the interface with the Blacksmith until you are of a certain level. Say that if you are level 1 up to level 10 (or whatever), you can't get an excellent blade - you can only get a "Good" or "Fine"...

Whaddaya think? <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/diomed.gif" style="vertical-align:middle" emoid=":dio" border="0" alt="diomed.gif" />
 
Is the cannon problem you're talking about the model in the shop, Pieter? Inez made a new one months ago that doesn't disappear at certain angles.

I'm not sure whether personal or crew funds would be better for the blacksmith... I think personal wealth would still be fair, because whenever you hire an officer he's already got a few thousand dollars you can take from him. And throughout the game I find they keep getting more, somehow. And then somehow they get land? So I keep taking it and they raise no fuss.

And I wouldn't know how to redo any of the code. RobC's code set mystifies me. I could only fathom how to change the price or amount of time they take.

---

Idea: Possible to `date-stamp` questbook entries? It would help keep track of quests with a time limit. I'm also thinking about making quest book entries for the loansharks, for getting loans and depositing dough, so this would help there too.
 
Just downloaded latest file
Installed to clean POTC with build 12.1

Got this:

Microsoft Visual C++ Runtime Library
Runtime Error!
abnormal program termination
 
Run ModHelper's error report... it should tell you probably somewhere toward the top which file is causing the problem. Which single character in a line of code buried deep within an obscure file is causing the fatal problem...
 
alan_smithee said:
Run ModHelper's error report..quote]

Hmm I have never run that before ... first time for everything. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/onya.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="onya.gif" />


OK here it is:

Error summary
-----------------------------------------------------------
Error.log
-----------------------------------------------------------
COMPILE ERROR - file: questsboth_reaction.c; line: 768
Undeclared identifier: ccc

-----------------------------------------------------------
Compile.log
-----------------------------------------------------------

-----------------------------------------------------------
System.log
-----------------------------------------------------------
Scanning modules
Loading modules...
Loaded 0
Reset...
Initializing CORE...
Creating atoms space: 128
done
initializing complete
User Rised Exception
C:pROJECTSDRIVE_V2ENGINESOURCESCore.cpp line 526
fail to create program
 
<!--`QuoteBegin-Petros`+--><div class='quotetop'>QUOTE(Petros)</div><div class='quotemain'><!--QuoteEBegin-->

-----------------------------------------------------------
COMPILE ERROR - file: questsboth_reaction.c; line: 768
Undeclared identifier: ccc[/quote]

OK, note pad does not have line numbers so this is not easy to track but I think the first problem in this file is the line reading:

*/ccc special weapons assembly kit end

should read:

ccc special weapons assembly kit end */
 
The next problem is in this line:

EquipCharacterByItem(pchar, FindCharacterItemByGroup(pchar, PISTOL_ITEM_TYPE)); // equips your pistol


I just commented it out and the game loaded fine.
 
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