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Getting Interceptor into the game

Kazeite

Privateer
Storm Modder
My apologies for not taking care of other modelling stuff (like new lifeboat or cannon model), but I was busy with finishing and putting this little fella ingame:

<img src="http://kazeite.republika.pl/PotC/Int3.jpg" border="0" class="linked-image" />

Yes, yes, I know, it has only two masts, not three <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" /> It's simply first test, made by replacing starting barque with the <i>Interceptor</i>. As usual, there's lightning bug, and collision data bug, but this time I've made sure that Inty hull shape closely matches hull shape of stock barque. So, it matches reasonably well, and there's no big problem with that.

Of course, path file doesn't match at all and there's not much I can do about it... Walk file also doesn't fit, but at least that's fixable. I anyone wants to help me out, I can upload current version of the <i>Interceptor</i> to the ftp and we can all contribute into integrating him properly into the game <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />
 
Well I have no idea how big it is compared to <i>Black Pearl</i> <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />

And, I've uploaded it into my FTP folder. It's <i>barque1.gm</i>, which uses <i>Interceptor.tga.tx</i> texture. And stock deck texture as well <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />
 
I'm at a stand still with the Jolly Mon/lifeboat, so I have time to look at this.

I like it! <img src="style_emoticons/<#EMO_DIR#>/me.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="me.gif" />

I managed to resize a Tartane_path.gm file with Tool without crashing.
It involved several tries, trial and error, and luck, but I did it once.

Perhaps I/we can get another ship's path file to fit, if we treat Tool gently <img src="style_emoticons/<#EMO_DIR#>/laugh.gif" style="vertical-align:middle" emoid="xD:" border="0" alt="laugh.gif" />
 
The Interceptor is a barque? Interesting. <img src="style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" />
Nice work, Kazeite! Ideally we would be able to get the Russians to fix the collision and path for us again. If only we would be able to get through to them. <img src="style_emoticons/<#EMO_DIR#>/modding.gif" style="vertical-align:middle" emoid=":modding" border="0" alt="modding.gif" />
 
Well I did ask them for help and Flint told me he'll try to help <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />

Oh and there might be a problem with chase cannons. Placing two guns pointing rear was easy enough, but there's simply no place to add additional two cannons pointing forward. I'm afraid we'll have to use two forwardmost cannons instead, weakening broadside strength. Oh well, it's not like <i>Interceptor</i> was a powerful ship to begin with <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />

What I need now is, well, getting <i>Interceptor</i> ingame as unique ship. I believe that's your specialty, <b>Pieter</b>. Meanwhile, I'll start exporting custom masts and moving locators around.

Hm... what was our formula for determining crew size? Cannon size/2*number of cannons?
 
well, not every ship has to have cannons on every side. but it is useful, of course.
 
I have put the Interceptor as a unique ship in my game now. See attached. Add<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->string = Interceptor,"Fast Brig" // Kazeite<!--c2--></div><!--ec2--> to RESOURCE\INI\TEXTS\ENGLISH\common.ini. Also this is the ships_init.c entry I'm using:<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->//-------------------------------------------------------------------------
// HMS Interceptor by Kazeite
//-------------------------------------------------------------------------
    // PS -->
    makeref(refShip,ShipsTypes[n]);
    n++;
    refShip.Name            = "Interceptor";
    refShip.All                = "Brig1";
    refShip.SName            = "Interceptor";
    refShip.walk            = "";
    refShip.id                = refShip.Name;
    refShip.nation            = ENGLAND;
    refShip.Class            = 3;
    refShip.Cannon            = CANNON_TYPE_LONG_LBS9;
    refShip.MaxCaliber        = 9;
    refShip.Weight            = Tonnes2CWT(300);
    refShip.Capacity        = 1500;
    refShip.CannonsQuantity = 16;
    // NK cannon qtys 05-04-18 -->
    refShip.Cannons.Borts.cannonf.qty = 2;
    refShip.Cannons.Borts.cannonb.qty = 2;
    // NK <--
    refShip.MaxCrew         = 160;
    refShip.MinCrew         = 32;
    refShip.SpeedRate        = 14.0;
    refShip.TurnRate        = 40;
    refShip.Price           = 80000;
    refShip.HP              = 2500;
    refShip.SP              = 100;

    refShip.QDeck = "ShipDeck5"; // KK
    refShip.CannonsDeck = 0; // KK
    refShip.CargoHold = 1; // KK
    refShip.Cabin = "Cabin3"; // KK

    refShip.Type.Trade = false;
    refShip.Type.War = true;

    refShip.CanBuy                = false;
    refShip.CanEncounter        = false;

    refShip.WaterLine = 1.0;
    refShip.SpeedDependWeight = 0.3;
    refShip.SubSeaDependWeight = 0.3;

    refShip.InertiaAccelerationX    = 0.2;    refShip.InertiaBrakingX        = 2.0;
    refShip.InertiaAccelerationY    = 12;    refShip.InertiaBrakingY        = 9;
    refShip.InertiaAccelerationZ    = 6.0;    refShip.InertiaBrakingZ        = 4.0;<!--c2--></div><!--ec2-->I used the ships_init.c data from the Brig1 for now, but used the model-specific data from the Barque1. Should work, but can still be changed. Probably the ship must be made faster; after all, she WAS the fastest ship in the Caribbean. Not counting the Black Pearl, of course. At the moment I used the original cannon numbers from the Brig1, because these are accurate for the cannon locators the ship has right now. This needs to be changed once you fixed the cannon locators to be accurate to the Interceptor model.

Perhaps we should just have NO forward chasers for the Interceptor. If there's no room, there is no room. The Endeavour has no bow or stern chasers and this does work find; it just weakens the ship somewhat. I would hate to see sideays pointed cannons firing forward. That would be really weird. The Interceptor was never a strong ship anyway; she was a FAST ship.
 
14 knots isn't that fast actually. the fastest ship i ever had did 18.57 (in the stats list).
 
Pieter, Is this the way decks are being assigned in Build 14, instead of using "Boal_Cabin.c" and "Boal_Deck.c" as in Build13?
<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->    refShip.QDeck = "ShipDeck5"; // KK
    refShip.CannonsDeck = 0; // KK
    refShip.CargoHold = 1; // KK
    refShip.Cabin = "Cabin3"; // KK<!--c2--></div><!--ec2-->
 
Not in all Build 14 Alpha versions, but that's how it works in the latest versions (Alpha 8 WIP 1 and up). There's still a major bug with it that needs fixing: When going from deck to sea, you get a CTD. That pretty much removes the use of the mod. But this will indeed be how it will work in Build 14 once we fixed that bug. I think it is much better than the cumbersome "Boal_Cabin.c" and "Boal_Deck.c" method of Build 13. Much easier to change.
BTW: While we're at it, could you please tell me which decks and cabins you would want used for your ships? I'll change it for you in the Build 14 game versions. <img src="style_emoticons/<#EMO_DIR#>/yes.gif" style="vertical-align:middle" emoid=":yes" border="0" alt="yes.gif" />
 
OK, thanks <b>Pieter</b>. We can certainly try to use version with no chase cannons. I can even remove two rear cannons <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />

Oh, and since I want to make two additional <i>Interceptor</i>-based models, it should be rather named "Interceptor1" <img src="style_emoticons/<#EMO_DIR#>/biggrin.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin.gif" />
 
Not sure about the chase cannons. They're already there, so why bother removing them? Also they're really useful when being chased. What other Interceptor versions are you going to make? Renaming to "Interceptor1" will be really easy. Just rename all the files and change the ships_init.c entry.
 
<!--quoteo(post=224142:date=Dec 2 2007, 05:10 PM:name=Pieter Boelen)--><div class='quotetop'>QUOTE(Pieter Boelen @ Dec 2 2007, 05:10 PM) [snapback]224142[/snapback]</div><div class='quotemain'><!--quotec-->Not in all Build 14 Alpha versions, but that's how it works in the latest versions (Alpha 8 WIP 1 and up). There's still a major bug with it that needs fixing: When going from deck to sea, you get a CTD. That pretty much removes the use of the mod. But this will indeed be how it will work in Build 14 once we fixed that bug. I think it is much better than the cumbersome "Boal_Cabin.c" and "Boal_Deck.c" method of Build 13. Much easier to change.<!--QuoteEnd--></div><!--QuoteEEnd-->
Yes, that does seem much better.<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->BTW: While we're at it, could you please tell me which decks and cabins you would want used for your ships? I'll change it for you in the Build 14 game versions. <img src="style_emoticons/<#EMO_DIR#>/yes.gif" style="vertical-align:middle" emoid=":yes" border="0" alt="yes.gif" /><!--QuoteEnd--></div><!--QuoteEEnd-->
Yes, I'll get that to you.

BTW, with chase guns, we can still put locators for functionality, as long as we don't shoot through the sails.

It's so busy at the bow with anchors, figurehead, ropes, and all, that most would not notice the absence of cannon barrels.
 
That would be a possibility, yes. I would probably remove the invisible forward chaser cannons in my game version though; I'd find it really bothersome to see unexisting cannons firing. But if Kazeite likes the idea, we'll add the version with forward chasers to the modpack.
BTW: I recall the Interceptor in the film being painted black and yellow instead of blue and wooden. Am I imagining things? <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />

<!--quoteo(post=224149:date=Dec 3 2007, 12:21 AM:name=Petros)--><div class='quotetop'>QUOTE(Petros @ Dec 3 2007, 12:21 AM) [snapback]224149[/snapback]</div><div class='quotemain'><!--quotec-->Yes, I'll get that to you.<!--QuoteEnd--></div><!--QuoteEEnd-->Thanks very much. <img src="style_emoticons/<#EMO_DIR#>/doff.gif" style="vertical-align:middle" emoid=":doff" border="0" alt="doff.gif" />
 
Well, I may make some changes to the model anyway, so I'd have to export it anyway.

And, when it comes to colors, <i>Interceptor</i> was actually blue, black and yellow, as seen on <a href="http://www.timedesign.de/ship/M_interceptor.jpg" target="_blank">this image</a>. So you're saying natural wood color texture is overdone? <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />

As mentioned in DVD extras, that's the way <i>Dauntless</i> was painted, and <i>Lady Washington</i> was repainted to match its colors. I think rest of the Royal Navy ships in PotC should also be painted in such way. I may get to that, as break between models <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />
 
It looks more yellow and black to me in that picture you show; I don't see any yellow on your model apart from the figurehead. But it's been quite a while since I've watched the film, so I trust your judgement on the Interceptor a lot more than my own. <img src="style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" />
 
<!--quoteo(post=224135:date=Dec 2 2007, 11:01 PM:name=Morgan Terror)--><div class='quotetop'>QUOTE(Morgan Terror @ Dec 2 2007, 11:01 PM) [snapback]224135[/snapback]</div><div class='quotemain'><!--quotec-->14 knots isn't that fast actually. the fastest ship i ever had did 18.57 (in the stats list).<!--QuoteEnd--></div><!--QuoteEEnd-->

MYTH BUSTED! <img src="style_emoticons/<#EMO_DIR#>/piratesing.gif" style="vertical-align:middle" emoid=":shock" border="0" alt="piratesing.gif" /> Interceptor is not the fastest ship. <img src="style_emoticons/<#EMO_DIR#>/smile2.gif" style="vertical-align:middle" emoid=":))" border="0" alt="smile2.gif" />
 
Neither is the Black Pearl right now, I think. <img src="style_emoticons/<#EMO_DIR#>/rolleyes.gif" style="vertical-align:middle" emoid=":rolleyes:" border="0" alt="rolleyes.gif" />
 
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