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    Maelstrom New Horizons


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JRH quest

My PROGRAM files are uploaded now Pieter. (Without the fixed RESOURCE folder no one of my quest items will be ok.)
 
Can you also upload RESOURCE\INI then please? I basically need all files you changed, but ideally nothing else because that's too big to download.
 
Can you also please upload the following files?
resource\models\locations\Town_Redmond\Port\RedPort_l_JRH0.gm: can't open geometry file
Can't load texture resource\textures\BATTLE_INTERFACE\USEDITEMS3.TGA.tx
I get a black screen upon new game and those notes in system.log
 
Thanks a lot!

No crashes yet, but I haven't had much time for testing.

Code:
//JRH -->
//if rebirth NOT is possible during quest
if(CheckAttribute(mc, "quest.disable_rebirth") && mc.quest.disable_rebirth == "yes")
{
GameOverOrg("land");			
//LanguageCloseFile(tmpLangFileID);
return;
}
//<-- JRH
This seems to do something similar to adding pchar.killed to the character prior to death.

In the opening of the storyline, the ship where you apparently climb into the rigging to cut loose a piece of Long Rope still does not display,
making it appear as if you're floating in mid-air all the way.

I also found a flower bomb lying around in a random chest in the opening scene.
I suppose that's the not-working "unique" code acting up again, eh?
That REALLY annoys me! None of your doing though, it's been plaguing us for quite a while now... :modding
 
Hi Pieter, the smaller things first:
The code has something to do with the fact that rebirth can't be enabled throughout long passages of the adventure. (it would be impossible to jump into the action again)

I guess the .gm model for the "shipwreck2" is (still) missing as I didn't upload any RESOURCES.

The FlowerBomb was a birthday gift to the real Caroline K - I forgot to remove it. :eek:ops


I'll try to explain how the game start crashes behave:

Suddenly one game crashes at start. Like I said earlier the game after that crashes more and more often (almost always at game start but not only in my quest) until it's almost impossible to start it.

So I take an older version of the game (for example a clean Build14 patch6) and add my files and very strange: IT STARTS. :wacko:
(Guess this is what happens when you test my 'bad' files on a clean game)

Now I have a little possibility to MOD again (for a while) untl it all starts again. :modding

The limits for items, models etc are NOT exceeded, but I wonder if the total mass of my additions could be too much for the engine?
I have tested & tested but I have not a single clue to what is going on.


I'll continue the work around way until the quest is finished... :boom
 
One thing I did notice, and might be related to the number of items or locations,
is that the Select Storyline interface seems to lag a bit between selecting different storylines.
I was thinking that might have to do with the increased number of locations to cycle through.
Maybe we should check how many ar actually in use and set the max only ever so slightly higher than that.
The lower the values are, the better it is, I suppose...
 
Number of locations:
In a clean Build 14 patch6: 747 (max = 800)

In a Build 14 with WoodesRogers 747 :huh (max set to 900 by me)
I have added about 100, so I guess the counting in the complile log does not include the storyline locations.
Wonder if I could use max 800 again then?
 
In compile.log, upon starting a new game, you'll get two times the lines for the amount of new locations. The first is without the storyline locations and the second does include those.

Do you have some pointers on how to play this storyline? I seem to be getting a bit stuck rather frequently.

Also, could you upload the fix for the shipwreck you climb into? I'd like to see that scene play out properly. :cheeky
 
Locations number: I'm up to 826 now so 900 maybe not is too much.

I have uploaded the shipwreck.gm, if any textures are missing just tell me.
Also included a complete update of all my storyline files.

Yes, I have thought of what you said earlier and I'm going to add a complete hint program
(in the last round when I go through it all again) Hints in the questbook and divided into different 'chapters' will be easy to use.

For now:
If you get to Port Royal with your escort: Go near the Tavern to meet Woodes Rogers.
The mission: Go to Nevis, and the Brothel.
After Nevis: Go back to Port Royal. Inside tavern you can go behind the counter... :yes
 
I sort-of skipped the first mission altogether. Should try that one again.

I got behind the counter of the tavern, but had to use sidestep. Is that intentional or should you be able to walk there properly?
Then I found the pistol in the room, convinced the tavern owner to let me back into the library and then I was lost again.

Where does shipwreck.gm go? Or can I tell that from the .7z file?
(Ouch; Internet is exceptionally slow today. Let's hope I manage to get the file at all... :facepalm )
 
No there is a more elegant way to get behind the counter. Sorry but there seems to be more than one file that wasn't updated/missing. I have uploaded some more code files but no more resources to keep the size down.

Library second time: look closely behind the evil doctor...
In the residence: don't miss to search for the key before leaving through the...

The shipwreck2.gm is already wrapped in its folder.

Guess I played this again and again so many times I completely lost the sence of what is easy and what is hard to find. :wacko:
 
Behind the evil doctor? I didn't manage to get there; I'll try again some time.

I don't think I ever managed to get into the residence...

Shipwreckw.gm works perfectly well; much better! :woot

I got stuck also on the first mission, trying to escape with Caroline K from the pirate settlement.
When I fell down through the roof of the shipyard, I did manage to get the normal key and the set of carpenter tools, but then I got lost.

It seems there's still a fair few traces left of the storyline being made for Build 13, mainly in the town and island names.
Replace texts like Redmond with #sisland_Redmond# for the island or #sRedmond# for the town and they'll automatically display correctly.
This applies to dialog.h files, queststext files and item descriptions.

The player character is at least once referred to as Mr. Hawk, despite being named Mr. Pyle now.
 
This version wasn't really for game testing. Most important it didn't crash so far... :)

There's a secret door in the green wall behind the doctor, walk around him. You can see the (green) frame and the handle of the door.

It's changed every day so I wait to upload until it's all finished.

Thanks for the Redmond text hints! Yes it was a sidequest once turned into a storyline in Build14.
 
Haven't had any crashes yet, no. I've been playing a bit, just to see what it's like and to see if I can offer any more help. :shrug
 
Just if you want to play some more:

In the residence the key is in the clock, exit via the window.
Use the key in Rogers bedroom (on a bookshelf). 2:nd Pistol is in the bootyroom upstairs.

3:rd Pistol :the Armory, enter via window through Residence etc etc

4:th enter via the kitchen door from the town square


I havn't had any more crashes so far using the earlier mentioned method. :huh
 
I really need some help with getting flags to show up in a land location.
It was no problem in Build13 so I guess something is changed...


I have a cloned FalaiseFleur Port2 in my quest with ok flags. (English)
So I made a locatorfile in that style (attached)
My location has this: Locations[n].island = "Redmond";
result: NO FLAG AT ALL :cry


Now the idea was to change flag by using lines like
Locations[locidx].island = "QuebradasCostillas"; (for change nation to Pirate flag for example)
and a DoQuestReloadToLocation("wr_cave_shore", "goto", "flag_pole", "lower_flag1");

but as long as I don't get any flag at all it's hard to change it.
What's needed? Is the Nation somehow missing/how do I declare what nation it should be? :modding
 
I don't think Locations[n].island is what you want to change, since there might be more towns of different nationality on the same island.
Maybe Locations[n].townsack is the line used for the flag nation?
 
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