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Few questions

Pieter Boelen

Navigation Officer
Administrator
Storm Modder
Hearts of Oak Donator
I found lots of "locations\inside\[modelname]\\"; references, where usually there didn't use to be two \'s at the end, but one. Is this done on purpose, or could this have been causing trouble?

The Douwesen "Locations[n].reload.l2.name = "boat";" has "Locations[n].reload.l2.autoreload" set to "0" now instead of "1". I take it this is intentional, right?

I'd like to be able to add a new key command to the key settings menu. Anyone able to help me on that? Will be trying myself, but not sure if I'll manage.
BTW: It also says "rink a potion" instead of "Drink a potion" in the menu. I'd change it myself, but I don't know where to find the appropriate code.
<span style='color:red'>Edit:</span> Never mind. I did manage, finally.

Also: I haven't encountered a common spyglass at the trader when skipping the tutorial. Don't know about when you do follow the tutorial. I'll be checking that out later.

If useful, I can make a file containing all required resource files for the Pre Build 13 files.

I also found some weird differences between Screwface's locations_loader.c and NK's one. Also found the difference between NK "if (Location.type == "jungle")" and Screwface "if ((Location.type == "jungle") || (location.type == "KR_Jungle") || (location.type == "KR_Jungle1"))". Which one should it be?

<span style='color:red'>Edit:</span> I've now made a full Build 13 compilation file (that does need to be installed on top of a Build 12 installtion), but it's 60,7MB zipped in. This is going to be a major download!
I added Screwfaces latest version of the islands to this file and made some minor changes here and there (such as adding my quick-equip key to the option menu).
<span style='color:red'>Edit:</span> After removing all identical files, the update would still be a full 59,6MB. Not much difference in filesize.
 
<!--QuoteBegin-Pieter Boelen+May 3 2005, 03:34 PM--><div class='quotetop'>QUOTE(Pieter Boelen @ May 3 2005, 03:34 PM)</div><div class='quotemain'><!--QuoteEBegin-->If useful, I can make a file containing all required resource files for the Pre Build 13 files.<!--QuoteEnd--></div><!--QuoteEEnd-->
I wish you'd said that yesterday. Have just got it all together (I hope).
But still, if you can keep track of all the new things (I can't) a compilation would be most welcome. (Eh, folks, wasn't that what the build was for? Anyone considering to use CVS?)

EDIT:
Your edits came after my post.
 
There now are no ships visible on the worldmap anymore. I suppose it was changed into this fleets mod, but since I don't know what that actually does, I'm not at all sure if I like that. And it runs really, really slow indeed. And the game crashed on the way from Oxbay to Redmond.

The swords now are properly visible again, but after reloading a game saved in the tutorial, both the sword and Malcolm Hatcher had turned invisible. They still <i>were</i> there though.

The Common Spyglass <i>was</i> available from the trader when playing the tutorial, but not when skipping it. And even when it <i>is</i> available, it's at the end of the list of available items, so you have to scroll through all that. And since I was talking to a quality 4 trader, that took a while.

Also: I found the weird bug displayed in the attached picture. The selection bar doesn't properly fit above the text. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />
 
Yeah this is just the sort of thing I've been waiting for... I couldn't keep track of all the little things.

I think it was on Douwesen I kept running into that autoreload and it really pissed me off, so turning it to 0/off is what's need. I don't even know why there would be an autoreload for it, unless someone got it mixed up with the landside exit. that whole code line should be cut instead of just turned off.
 
<!--QuoteBegin-Pieter Boelen+May 3 2005, 10:34 AM--><div class='quotetop'>QUOTE(Pieter Boelen @ May 3 2005, 10:34 AM)</div><div class='quotemain'><!--QuoteEBegin-->I found lots of "locations\inside\[modelname]\\"; references, where usually there didn't use to be two \'s at the end, but one. Is this done on purpose, or could this have been causing trouble?<div align="right">[snapback]103667[/snapback]</div><!--QuoteEnd--></div><!--QuoteEEnd-->
Most code-friendly editors interpret a \ as an escape character, so \" does not end a string (and this is a problem because it screws up the editor's syntax highlighting and code recognition). My fix was to add a //qf" at the end of each line that had that problem, but that was not too good. DCHaley pointed out that rather than that, we just use \\ (which is what is /supposed/ to be used in C anyway for a \), and POTC and Windows are smart enough to treat \\ as a normal \.
It took me this long to get around doing it, though.

<!--QuoteBegin-Pieter Boelen+May 3 2005, 10:34 AM--><div class='quotetop'>QUOTE(Pieter Boelen @ May 3 2005, 10:34 AM)</div><div class='quotemain'><!--QuoteEBegin-->The Douwesen "Locations[n].reload.l2.name = "boat";" has "Locations[n].reload.l2.autoreload" set to "0" now instead of "1". I take it this is intentional, right?<div align="right">[snapback]103667[/snapback]</div><!--QuoteEnd--></div><!--QuoteEEnd-->
Right, per Alan's reasons.

<!--QuoteBegin-Pieter Boelen+May 3 2005, 10:34 AM--><div class='quotetop'>QUOTE(Pieter Boelen @ May 3 2005, 10:34 AM)</div><div class='quotemain'><!--QuoteEBegin-->I'd like to be able to add a new key command to the key settings menu. Anyone able to help me on that? Will be trying myself, but not sure if I'll manage.
BTW: It also says "rink a potion" instead of "Drink a potion" in the menu. I'd change it myself, but I don't know where to find the appropriate code.
<span style='color:red'>Edit:</span> Never mind. I did manage, finally.<div align="right">[snapback]103667[/snapback]</div><!--QuoteEnd--></div><!--QuoteEEnd-->
Ah, cool.

<!--QuoteBegin-Pieter Boelen+May 3 2005, 10:34 AM--><div class='quotetop'>QUOTE(Pieter Boelen @ May 3 2005, 10:34 AM)</div><div class='quotemain'><!--QuoteEBegin-->Also: I haven't encountered a common spyglass at the trader when skipping the tutorial. Don't know about when you do follow the tutorial. I'll be checking that out later.<div align="right">[snapback]103667[/snapback]</div><!--QuoteEnd--></div><!--QuoteEEnd-->
Ah, so I probably set it in the wrong questcase. I'll fix that now. Thanks!
(Done by moving
<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->PChar.alwaysshowitems.SpyGlass2 = true; // fix for quest items like spyglass2. 05-04-21<!--c2--></div><!--ec2-->
from where it was, to the Tut_Start case, the first mention of spyglass.

<!--QuoteBegin-Pieter Boelen+May 3 2005, 10:34 AM--><div class='quotetop'>QUOTE(Pieter Boelen @ May 3 2005, 10:34 AM)</div><div class='quotemain'><!--QuoteEBegin-->I also found some weird differences between Screwface's locations_loader.c and NK's one. Also found the difference between NK "if (Location.type == "jungle")" and Screwface "if ((Location.type == "jungle") || (location.type == "KR_Jungle") || (location.type == "KR_Jungle1"))". Which one should it be?<div align="right">[snapback]103667[/snapback]</div><!--QuoteEnd--></div><!--QuoteEEnd-->
His.

<!--QuoteBegin-Pieter Boelen+May 3 2005, 10:34 AM--><div class='quotetop'>QUOTE(Pieter Boelen @ May 3 2005, 10:34 AM)</div><div class='quotemain'><!--QuoteEBegin--><span style='color:red'>Edit:</span> I've now made a full Build 13 compilation file (that does need to be installed on top of a Build 12 installtion), but it's 60,7MB zipped in. This is going to be a major download!
I added Screwfaces latest version of the islands to this file and made some minor changes here and there (such as adding my quick-equip key to the option menu).
<span style='color:red'>Edit:</span> After removing all identical files, the update would still be a full 59,6MB. Not much difference in filesize.
<div align="right">[snapback]103667[/snapback]</div><!--QuoteEnd--></div><!--QuoteEEnd-->
Ah, wonderful!
Can you zip and send me just the code?
 
<!--QuoteBegin-Pieter Boelen+May 3 2005, 02:13 PM--><div class='quotetop'>QUOTE(Pieter Boelen @ May 3 2005, 02:13 PM)</div><div class='quotemain'><!--QuoteEBegin-->There now are no ships visible on the worldmap anymore. I suppose it was changed into this fleets mod, but since I don't know what that actually does, I'm not at all sure if I like that. And it runs really, really slow indeed. And the game crashed on the way from Oxbay to Redmond.<div align="right">[snapback]103716[/snapback]</div><!--QuoteEnd--></div><!--QuoteEEnd-->
Can't say anything 'bout the crashing--did you get a log from it?
Regarding fleet--it's the price to pay for directed (has a real destination) and persistent (ships tracked in sea mode, changes applied to fleet when you leave sea mode). But I can certainly understand it not being everyone's cup of tea, a blank map.

<!--QuoteBegin-Pieter Boelen+May 3 2005, 02:13 PM--><div class='quotetop'>QUOTE(Pieter Boelen @ May 3 2005, 02:13 PM)</div><div class='quotemain'><!--QuoteEBegin-->The swords now are properly visible again, but after reloading a game saved in the tutorial, both the sword and Malcolm Hatcher had turned invisible. They still <i>were</i> there though.<div align="right">[snapback]103716[/snapback]</div><!--QuoteEnd--></div><!--QuoteEEnd-->
That's really odd. Do you have the bladeitem.sha technique in modules\techniques?

<!--QuoteBegin-Pieter Boelen+May 3 2005, 02:13 PM--><div class='quotetop'>QUOTE(Pieter Boelen @ May 3 2005, 02:13 PM)</div><div class='quotemain'><!--QuoteEBegin-->The Common Spyglass <i>was</i> available from the trader when playing the tutorial, but not when skipping it. And even when it <i>is</i> available, it's at the end of the list of available items, so you have to scroll through all that. And since I was talking to a quality 4 trader, that took a while.<div align="right">[snapback]103716[/snapback]</div><!--QuoteEnd--></div><!--QuoteEEnd-->
Fixed above.

<!--QuoteBegin-Pieter Boelen+May 3 2005, 02:13 PM--><div class='quotetop'>QUOTE(Pieter Boelen @ May 3 2005, 02:13 PM)</div><div class='quotemain'><!--QuoteEBegin-->Also: I found the weird bug displayed in the attached picture. The selection bar doesn't properly fit above the text. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />
<div align="right">[snapback]103716[/snapback]</div><!--QuoteEnd--></div><!--QuoteEEnd-->

That was my trying to use the Euro version (or from the Polish patch, I forget) questbook handling, which uses small font and more mouse control. I've had trouble with it too, I'll change it back...
 
Ehm. What does an autoreload do?
Yes, I have bladeitem.sha technique in modules\techniques.
I'm sending the file right now, hope you can do something with it. Not exactly bugfree though.
 
Thanks, received! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />
Autoreload means, when you get within X distance of the locator, it automatically loads the next location. I.e. what happens in jungles.
Which is annoying if you were trying to get somewhere else and get too near the boat, in that specific case.

Weird about the blade. And Malcolm disappeared too, so maybe it's not the shader.
Ah, maybe a locator issue for the tut deck?
 
So somewhere on the Douwesen shores, there was an automatic reload to your ship or something? Hmm. That indeed is annoying. Thanks for fining and fixing it then! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/me.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="me.gif" />

I dunno what happened with all the invisibility. They didn't disappear, they just turned invisible. LOL! I once actually fought Malcolm when he was invisible; just his sword could be seen. <i>Waaaaay</i> weird!!! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/w00t.gif" style="vertical-align:middle" emoid=":woot" border="0" alt="w00t.gif" />
 
1. Yup. I think Alan was the one who fixed it, I just merged it in.
2. Yeah. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/wacko.gif" style="vertical-align:middle" emoid=":wacko:" border="0" alt="wacko.gif" />
 
Thanks to Alan then!

Maybe the invisibility has got something to do with loading a savegame in the tutorial? Tomorrow, I'll see if there if the bug can be recreated.
 
Can a character be made invisible on purpose? Or a ship? <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/dev.gif" style="vertical-align:middle" emoid=":d:" border="0" alt="dev.gif" />
 
To the former, yes (give the character a non-existant model). To the latter, you'd still need the model's locators (and sail locators), so you'd need to put a single polygon in the model (very tiny, upside-down, and under water), and make tiny sail locators and place them also under water.
 
The itemtrading really causes some things I'd like to see fixed:
- You can buy extremely good items at the beginning of the game if you have the money (could really use a character rank check here)
- You can encounter Qual 10 traders even in Oxbay when you first get there (shouldn't the traders gradually become better and have no overly good traders in the beginning of the game?)
- The quest's common spyglass is, when it <i>is</i> available (not always) at the far end of the list of available items. When you're talking to a Qual 10 trader, that list of items is ridiculously long. Mostly, this spyglass is situated at the far end of the list, even further than the jewelry. Any chance it mightbe moved forward, possibly even to the very beginning, instead of the very end?

Summarizing, I'd like these things to be changed:
- Less items available from traders (especially Qual 10 traders)
- Quest's common spyglass always available when it should be
- Quest's common spyglass not at the very end of the lists
- No overly good items available at the beginning of the game

BTW: If your rank/skill improves, will prices be decreased? Some stuff is really ridiculously expensive... <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />

Hope these comments can do some good. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/me.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="me.gif" />
 
Do you know about holding shift while using the arrow keys? That scrolls the list fast.
There's no easy answer to re-ordering the inventory/trading list, because it's based on doing a for loop through the items attribute, and that (like a good old DOS dir command) lists attributes in the order they were created, no sorting allowed. If you want the spyglass in front, we'd have to edit itemstrade.c and make a special exception to the add items to list loop.
Gregor Samsa is the only trader I know of in Oxbay who gets qual 10; we probably should reserve that for debug mode. The other traders should be Q1-4 or so. On larger islands that may be up to 7 or so.
But someone should go through and give all these item traders hand-picked qualities, rather than letting the IT func create a random one.
I can put the minlevel thing back in, but I think we ought to have a better answer than simply hiding items from the player--that answer would be I think switching to buying items with wealth rather than money, and balancing all prices.
Because, as a game design thing, I _really_ don't like hiding things from the player--IMO it's a cop-out. But I'm certainly fine with being overruled. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />

Prices will stabilize to equal buy/sell (at start they're something like 2x/0.5x, at max skill/perk they're 1.001x/0.999x)
 
Apparently, the "IT func" can randomly generate really good traders (Qual 10) at the beginning of the game. Traders can upgrade to Qual 10 eventually, right?
Could the quest items be added to the trader before the for loop is run?
 
Ooh, right! Good call! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/par-ty.gif" style="vertical-align:middle" emoid=":cheers" border="0" alt="par-ty.gif" />
I'll check the rand qual assignment, but I think the better solution will be to decide, for already existing traders, what qual each should be, and make them so by hand.
Taking into account the trader clothes, the location / town, etc.

Rather than relying on a rand() that will give uncertain results (but which we'd leave for auto-created traders like vags).
 
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