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Jack Sparrow quest

<!--quoteo(post=310230:date=Apr 1 2009, 03:50 PM:name=Pieter Boelen)--><div class='quotetop'>QUOTE (Pieter Boelen @ Apr 1 2009, 03:50 PM) <a href="index.php?act=findpost&pid=310230"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->About the movie sound clips, it seems the game is VERY picky about what it acceps. Certain sound files have been known to crash the game even if they're saved in the exact same format as the game's original sound files. Possibly there exist programs that save the files in "just the right way", but you'd need to do some experimenting to find a program that saves .wav files that the game does accept. <img src="style_emoticons/<#EMO_DIR#>/modding.gif" style="vertical-align:middle" emoid=":modding" border="0" alt="modding.gif" /><!--QuoteEnd--></div><!--QuoteEEnd-->
I will experiment with different saves. Right now they are as downloaded I believe.
 
<!--quoteo(post=310277:date=Apr 1 2009, 05:13 PM:name=Short Jack Gold)--><div class='quotetop'>QUOTE (Short Jack Gold @ Apr 1 2009, 05:13 PM) <a href="index.php?act=findpost&pid=310277"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->The walking sounds, right from the time I loaded the vanilla game years ago, have ALWAYS been loud.<!--QuoteEnd--></div><!--QuoteEEnd-->
That's weird. They aren't processed any differently, far as I can tell.

<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->Other than that, the balance to me, for music, street noises and conversation is really good. I have even taken to wearing headphones now when playing, as the sound is THAT good, except for the walking.<!--QuoteEnd--></div><!--QuoteEEnd-->
Ah, good! I had to bump up the volume on the dialog quite a bit. Glad it's working. I still don't get reasonable volume on ball splashes or balls hitting your ship, although the explosion seems about right now.

<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->I will play with the min/max distance and let you know.<!--QuoteEnd--></div><!--QuoteEEnd-->
You can probably get by with just changing the volume. The minDistance is another volume control of sorts, maxDistance is the amount the sound falls off as you move away. Probably just set all the "people sounds" to their original values and change the volume to suit your tastes.

Is anyone else having the same problem?

Hook
 
<!--quoteo(post=310279:date=Apr 1 2009, 06:17 PM:name=Short Jack Gold)--><div class='quotetop'>QUOTE (Short Jack Gold @ Apr 1 2009, 06:17 PM) <a href="index.php?act=findpost&pid=310279"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->By the way. I get the correct sound for Henry the beggar.<!--QuoteEnd--></div><!--QuoteEEnd-->Good to hear that!

About walking sounds, indeed sometimes they seem very loud, ever since the stock game. Especially when the music faint.
 
So Henry IS working as intended; that's good. I was a bit confused on how his sound files could've suddenly evaporated into thin air. <img src="style_emoticons/<#EMO_DIR#>/rolleyes.gif" style="vertical-align:middle" emoid=":rolleyes:" border="0" alt="rolleyes.gif" />
 
<!--quoteo(post=310346:date=Apr 2 2009, 04:09 AM:name=a simple virtual sailor)--><div class='quotetop'>QUOTE (a simple virtual sailor @ Apr 2 2009, 04:09 AM) <a href="index.php?act=findpost&pid=310346"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->About walking sounds, indeed sometimes they seem very loud, ever since the stock game. Especially when the music faint.<!--QuoteEnd--></div><!--QuoteEEnd-->
That's weird. I distinctly remember the different sound when you were walking through grass, but I haven't heard it at all lately unless I mess with the volume in the alias file.

Hook
 
<!--quoteo(post=310358:date=Apr 2 2009, 05:24 AM:name=Hook)--><div class='quotetop'>QUOTE (Hook @ Apr 2 2009, 05:24 AM) <a href="index.php?act=findpost&pid=310358"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec--><!--quoteo(post=310346:date=Apr 2 2009, 04:09 AM:name=a simple virtual sailor)--><div class='quotetop'>QUOTE (a simple virtual sailor @ Apr 2 2009, 04:09 AM) <a href="index.php?act=findpost&pid=310346"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->About walking sounds, indeed sometimes they seem very loud, ever since the stock game. Especially when the music faint.<!--QuoteEnd--></div><!--QuoteEEnd-->
That's weird. I distinctly remember the different sound when you were walking through grass, but I haven't heard it at all lately unless I mess with the volume in the alias file.

Hook
<!--QuoteEnd--></div><!--QuoteEEnd-->Just to clarify - walking on grass is not loud.
Wood, stone, gravel - is <img src="style_emoticons/<#EMO_DIR#>/laugh.gif" style="vertical-align:middle" emoid="xD:" border="0" alt="laugh.gif" />
 
<!--quoteo(post=310346:date=Apr 2 2009, 11:09 AM:name=a simple virtual sailor)--><div class='quotetop'>QUOTE (a simple virtual sailor @ Apr 2 2009, 11:09 AM) <a href="index.php?act=findpost&pid=310346"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec--><!--quoteo(post=310279:date=Apr 1 2009, 06:17 PM:name=Short Jack Gold)--><div class='quotetop'>QUOTE (Short Jack Gold @ Apr 1 2009, 06:17 PM) <a href="index.php?act=findpost&pid=310279"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->By the way. I get the correct sound for Henry the beggar.<!--QuoteEnd--></div><!--QuoteEEnd-->Good to hear that!<!--QuoteEnd--></div><!--QuoteEEnd-->I just checked and the two beggar sounds WERE missing from my game version. I re-added them now, so they'll be in the next patch. <img src="style_emoticons/<#EMO_DIR#>/modding.gif" style="vertical-align:middle" emoid=":modding" border="0" alt="modding.gif" />
BTW: I set Henry to be Spanish in the Devlin storylines now, as peryour request. <img src="style_emoticons/<#EMO_DIR#>/doff.gif" style="vertical-align:middle" emoid=":doff" border="0" alt="doff.gif" />
 
Hello, I came to where to meet Tia Dalma at Muscetto Cove, then I go by Christopher Mings who commands me to go to Antigua to retrieve an object (a piece of treasure map) when I return from Christoper Mings I can not understand what I do because I do not speak, what should I do?

(for me missing a dialog)
 
There's several fixes in the just-released Patch 2. Maybe those help to some extent? Not sure if a new game is required, but I do recommend it.
 
I don't quite understand that first sentence. <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />
 
I'm guessing he was going for Drat. Though thats just a guess on my part.

Cap'n Drow
 
Suppose so. I'm sorry about forcing people to start a new game all the time, but I don't think there's much that can be done about that. <img src="style_emoticons/<#EMO_DIR#>/sad.gif" style="vertical-align:middle" emoid=":(" border="0" alt="sad.gif" />
 
<!--quoteo(post=311087:date=Apr 5 2009, 11:27 AM:name=nico)--><div class='quotetop'>QUOTE (nico @ Apr 5 2009, 11:27 AM) <a href="index.php?act=findpost&pid=311087"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Hello, I came to where to meet Tia Dalma at Muscetto Cove, then I go by Christopher Mings who commands me to go to Antigua to retrieve an object (a piece of treasure map) when I return from Christoper Mings I can not understand what I do because I do not speak, what should I do?

(for me missing a dialog)<!--QuoteEnd--></div><!--QuoteEEnd-->Sorry that part isn't complete yet.
You will need to get the two items on your first visit for now, I'm afraid.
 
The prison dialog works again with Short Jack Gold's fix. However, I strongly suspect you get stuck again shortly after on the capture of HMS Interceptor.
I removed the Norrington dialog from PROGRAM\DIALOGS\Cabinfight_dialog.c because it shouldn't be in there, but it's not yet re-added anywhere else.
Can you please check that, Short Jack Gold?
 
<!--quoteo(post=312289:date=Apr 10 2009, 01:36 PM:name=Pieter Boelen)--><div class='quotetop'>QUOTE (Pieter Boelen @ Apr 10 2009, 01:36 PM) <a href="index.php?act=findpost&pid=312289"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->The prison dialog works again with Short Jack Gold's fix. However, I strongly suspect you get stuck again shortly after on the capture of HMS Interceptor.
I removed the Norrington dialog from PROGRAM\DIALOGS\Cabinfight_dialog.c because it shouldn't be in there, but it's not yet re-added anywhere else.
Can you please check that, Short Jack Gold?<!--QuoteEnd--></div><!--QuoteEEnd-->
It's on the list. Do you have a copy of the file you removed? I've been looking for one my end with no success as yet.

By the way you CAN continue if you kill Norrington for now.
 
The files should be in Alpha 9. I removed it only in Patch 2, if I recall.
 
<!--quoteo(post=310275:date=Apr 2 2009, 12:01 AM:name=Short Jack Gold)--><div class='quotetop'>QUOTE (Short Jack Gold @ Apr 2 2009, 12:01 AM) <a href="index.php?act=findpost&pid=310275"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec--><!--quoteo(post=310232:date=Apr 1 2009, 03:54 PM:name=Oldtimer)--><div class='quotetop'>QUOTE (Oldtimer @ Apr 1 2009, 03:54 PM) <a href="index.php?act=findpost&pid=310232"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Hi all,

is there a walkthrough for this somewhere?

I decided to help the excise girl and came as far as trading info with C Eastwood on Nevis. But Miss Brinkley is not to be found in the strange house contrary to Mr Eastwoods claim. Another woman is.

This a trap or what?

Regards, Oldtimer<!--QuoteEnd--></div><!--QuoteEEnd-->Absolutely not a trap <span style='color:#000000;background:#000000'>Brinkley should be there - but dead and Turner should talk to you about it.</span>

(As your wife would say) WHO IS this OTHER woman? <img src="style_emoticons/<#EMO_DIR#>/laugh.gif" style="vertical-align:middle" emoid="xD:" border="0" alt="laugh.gif" />
<!--QuoteEnd--></div><!--QuoteEEnd-->
Hi,

thanks awfully. I redid this with, I think, all the proper quest stages and dialogues and it worked.

But now I cannot enter Speightstown to find Billy after speaking to the agent girl. The entrance is locked. What next?

Regards, Oldtimer
 
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