• New Horizons on Maelstrom
    Maelstrom New Horizons


    Visit our website www.piratehorizons.com to quickly find download links for the newest versions of our New Horizons mods Beyond New Horizons and Maelstrom New Horizons!

JRH quest

Sorry for not answering but I got home so late.
Pieter about the code:

The upper case is the one I got.
1 To be honest I don't remember anything.
2 The code looks like a syntax error to me (my line that is).
3 I tried to // my line but that caused problem: a goto emerge locator didn't work.

So I has to be there, what is the problem? Trouble somewhere else?
What is the lower case - the current version, a suggestion of change? Do you want me to run that case?



Coastbrothers: ok the path is rather narrow and there is a short stop up half the stair but I always just continue (without fighting)
and do survive that way. IF you have the black monk outfit.
The stop is not intentional but caused I think of the brothers all drawing their blades (again)

I'm glad to here the sloop can sail away, thank you for that Pieter.
There is another place very very near the end when it would be nice if Charles Vane could raise the sails on his Corvette and sail away too.
Maybe you can fix that in the future.


Shipyard some fast hints (soon to be released in the walkthrough):
The chest with 2 locks: Large key from shipyard owner Nickerson
Ordinary key, take it back after use on a the desk/drawer I don't know what it's called

Cutlass bends open the 'basket' chest
Knife another cupboard

Thagarr: thanks for you're future help.
 
Sorry about that; Jack Rackham merged his work with my Beta 2 WIP files, which can be found here: http://www.pyratesahoy.com/build/b14_b2_wip/
Install:
1. pb_code_2011-11-17.exe (shouldn't be necessary, but some people were having troubles without it :wacko: )
2. pb_code_2011-11-20.exe
3. QARGreekFireUpdate.exe
4. Jack Rackham's storyline files
:facepalm


Yes - that worked

:2up
 
The upper case is the one I got.
1 To be honest I don't remember anything.
2 The code looks like a syntax error to me (my line that is).
3 I tried to // my line but that caused problem: a goto emerge locator didn't work.
The code doesn't cause a crash and isn't a syntax error either; it just looks weird, because your line is basically overriding the "chr.location.group = "monsters";" line that was already there.
Not sure what kind of effects that might have, but I think I might have figured out a way to rewrite this code so that it'll always work the way we want. How does this look?
Code:
				if(IsMainCharacter(chr))
{
// ccc  Greater Oxbay mod. To enable entry to non-reload-group locators
/*	if(chr.location.locator=="randitem2") chr.location.group = "randitem";

else{if(chr.location.locator=="Goto2") chr.location.group = "goto";} // for Greenford suburb
else{if(chr.location.locator=="Goto4") chr.location.group = "goto";} // for shipyard ladder*/

// PB: Rewritten code to be generic -->
chr.location.group =  "monsters";	//default locatorgroup, for all dungeons
if(HasSubStr(chr.location.locator, "randitem"))	chr.location.group = "randitem";
if(HasSubStr(chr.location.locator, "goto"))		chr.location.group = "goto";
// PB: Rewritten code to be generic <--

TeleportCharacterToLocator(chr, chr.location.group, chr.location.locator);
// ccc end

traceif("Main character <" + chr.id + "> error teleportation by location: " + chr.location + "  on locator: " + chr.location.group + "::" + chr.location.locator);
}
The result should be that any goto or randitem locator type should work properly as emerge locator, regardless of the situation.
However, the default locator group should still be "monsters" as per the original code set-up.

So I has to be there, what is the problem? Trouble somewhere else?
What is the lower case - the current version, a suggestion of change? Do you want me to run that case?
That was my attempt of simplifying that code. It should do exactly the same as the code that was already there in your game. See above though for a better suggestion.

Coastbrothers: ok the path is rather narrow and there is a short stop up half the stair but I always just continue (without fighting)
and do survive that way. IF you have the black monk outfit.
The stop is not intentional but caused I think of the brothers all drawing their blades (again)
Indeed. As per my last post, I did manage to get through. It was tricky, but not impossible.

I'm glad to here the sloop can sail away, thank you for that Pieter.
There is another place very very near the end when it would be nice if Charles Vane could raise the sails on his Corvette and sail away too.
Maybe you can fix that in the future.
It's very easy to set this up. Just add the following line in the code prior to the reload to the location where the ship should sail away:
Code:
characters[GetCharacterIndex("Charles Vane")].sailaway = true;
This will make the ship of that character set sail on the next location reload. If you're re-using that character again later on and don't want him to keep sailing away every time, use the following line of code to reset this:
Code:
DeleteAttribute(characterFromID("Charles Vane"), "sailaway");
This is the same code that's used for the occasional ships sailing around in port. All of this is for when you're walking around on land, of course. It's not possible to trigger a sailaway without a location reload.

If you do want to trigger a sailaway while already in the location, that should also be possible, but then you'd need to execute all this code instead of a simple one-line change:
Code:
			if(!CheckAttribute(rCharacter,"Ship.Strand"))					rCharacter.Ship.Strand = false;
if(!CheckAttribute(SeaCameras,"camera"))						SeaCameras.Camera = "SeaShipCamera";
if(!CheckAttribute(rCharacter,"ship.cannons.Charge"))			rCharacter.ship.cannons.Charge.Type = GOOD_BALLS;
if(!CheckAttribute(rCharacter,"TmpPerks.LongRangeShoot"))		rCharacter.TmpPerks.LongRangeShoot = false;
if(!CheckAttribute(rCharacter,"TmpPerks.shipspeedup"))			rCharacter.TmpPerks.shipspeedup = false;
if(!CheckAttribute(rCharacter,"TmpPerks.shipturnrateup"))		rCharacter.TmpPerks.shipturnrateup = false;
if(!CheckAttribute(rCharacter,"TmpPerks.sailingprofessional"))	rCharacter.TmpPerks.sailingprofessional = false;
if(!CheckAttribute(rCharacter,"TmpPerks.stormprofessional"))	rCharacter.TmpPerks.stormprofessional = false;
if(!CheckAttribute(rCharacter,"TmpPerks.turn"))					rCharacter.TmpPerks.turn = false;
rCharacter.Ship.stopped = false;
rCharacter.Ship.Speed.z = 1.5;
Shipyard some fast hints (soon to be released in the walkthrough):
The chest with 2 locks: Large key from shipyard owner Nickerson
Ordinary key, take it back after use on a the desk/drawer I don't know what it's called

Cutlass bends open the 'basket' chest
Knife another cupboard
Thanks very much. It took some effort, but in the end I did manage to figure it out on my own. :woot
 
I tried your new code and ended up in the wrong place.

Not alI 'goto' emerge locators have a 'goto' in their names.
But all 'monsters' emerge locators do - I have checked the 4 dungeons locatorfiles.

So I switched a little in your code to:

// PB: Rewritten code to be generic -->
chr.location.group = "goto"; //default locatorgroup
if(HasSubStr(chr.location.locator, "randitem")) chr.location.group = "randitem";
if(HasSubStr(chr.location.locator, "monster")) chr.location.group = "monsters"; //for all dungeons
// PB: Rewritten code to be generic <--

This works perfect for me :onya what do you think - some future problems in the dungeons? :d:

I was lucky to run into a perfect place to test this:
open my StartStoryline, use start case "2" QC: BROTHEL

when leaving brothel upper floor through window to the Brothel roof you end up on the ground
if the code is not alright. (emerge loctor called roof1 (a goto))
 
Looks good to me; I'll put that in my game and let's see what happens. :doff
 
:gday

I have just managed to rescue Caroline K from Nevis :ixi & I am now about to sail back to Port Royale. The style of game play is very different from the other stories and it has taken me a while to get used to it. :nk

I can understand why the quest took so long to create :bow :bow

No major problems so far :2up

Only queries :- 1 ) Some of the game (not quest ) loading screens are missing - - e.g. Set sail from port -- Arrival at port -- this might just be my installation :shrug


2) The Midshipman ( Herrick ? ) and the 2 Marines who escort you to see Woodes Rogers the first time then leave -- they are still on my F2 - Passenger list screen - are they supposed to be removed or am I going to meet them again later :mm

Onward to the next challenge :keith
 
First of all thanks for testing it Talisman! :onya

1. I have not noticed any missing loadingscreens.

2. The escort is meant to be removed completely, maybe my code is not complete? I check it.

The style of game play is very different from the other stories and it has taken me a while to get used to it.
Yes, and this is intentional. Let's discuss it: is this a problem - how can I 'warn' gamers for this 'hidden object style' of POTC.
I hope you don't want me to make a tutorial. :modding

This is what I'm up to now:
1) A compelte Walktrough, uploaded any minute now. I think you should have it Talisman if you want to test the rest.
On the other hand if you have to consult it to often, I guess the quest is to difficult.

2) A write-up: here I have the chance to say something of what it's all about.


And Talisman if you thought this part was complicated I can say it's getting worse. :eek:ops2
 
1. I've generally been seeing most loading screens, excepting the Nevis pirate settlement outskirts after the explosion.
But it turns out that you deliberately removed the use of that one through code. I imagine that is because the gate looks different after the explosion so the screen is "wrong"?

2. I can confirm that one. I got as far as back to Jamaica to claim the reward and indeed those three are still in my Passengers list.

Yes, and this is intentional. Let's discuss it: is this a problem - how can I 'warn' gamers for this 'hidden object style' of POTC.
I hope you don't want me to make a tutorial. :modding
While it's different indeed, I do very firmly believe the new style of gameplay itself is a good thing. You get to see lots of things you wouldn't ordinarily get to see in any of the storylines.
And whereas usually you just run through the land locations and any "escapes", for example, are generally very easy, your story is a nice change of pace.

What I do think is that maybe putting a "warning" in place somewhere early in the story, explaining the type of gameplay you can expect, might be useful.
The Jack Sparrow storyline, for example, deliberately has different paths you can take, as well as traps that will break the story because you made the wrong choice.
I tried to explain that with the following bit in the storyline description:
"A lot has been speculated about the early days of Jack Sparrow and we're not even sure if this particular account is entirely accurate. It does explain some of the events that shaped this infamous pirate, but the journey can take multiple twists and turns depending on your choices, which may or may not end with you sailing into the sunset after lifting the Curse of the Black Pearl."
Then in the opening narration provided by Mr. Gibbs, also the following is said to help explain this further:
Young Jack ended up in an epic story that would have repercussions for everybody who sails the seas! One wrong turn and who knew what would happen next?
Another place you could put such a note is in the Questbook, of course. People generally should look at that sooner or later, so they can't miss it there.
A sample of using the questbook for such a hint is this one in the Master & Commander storyline that tries to explain there is no story whatsoever and it's full free-play:
I have succesfully arrived in the hostile town of #sEleuthera# under the protection of a false United States flag. My orders are to stir up as much trouble for the Americans as I possibly can. However, I'm far away from Britain and am free do as I wish for myself.
Your write-up should help as well, I think, since we'll post it everywhere we can so that once we get to releasing Beta 2, people hopefully have seen it so know a bit what to expect.
I think you should pitch the storyline as being the original game-play joined with old-school puzzles in the style of Indiana Jones and the Fate of Atlantis and the Monkey Island series.
Since those are two pretty famous and successful games, that should help get the point across. Then having a walkthrough for when people do get stuck should have you covered. Right?
 
Thanks for your opinions Pieter. :onya I'll see if I can make the three mutineers add something.
That would be before the first puzzle (build a raft).
Or throw in JRH? or Claire Voyant (as she "knows everything")?

I've fixed the escort: now they're leaving for good. I had missed it.

Next I'll look at the Nevis outskirt loading screen. I have very often turned screens temporary off, maybe I forgot to
activate it again.

There will of course be a lot of bugfixes. I'll collect all fixes in a pack and upload when I have got more.

Loading screens and the Walktrough are now uploaded.
The Write-up comes later.
 
Thanks for your opinions Pieter. :onya I'll see if I can make the three mutineers add something.
That would be before the first puzzle (build a raft).
Or throw in JRH? or Claire Voyant (as she "knows everything")?
Claire Voyant? Whahaha! :rofl
Maybe you can have some sort of encounter on the island before you start on the first puzzle? A ghostly appearance? A crazy hermit who doesn't want to leave?
Your storyline proves you've got a vivid imagination, so I'm sure you'll come up with something equally brilliant! :bow

Next I'll look at the Nevis outskirt loading screen. I have very often turned screens temporary off, maybe I forgot to
activate it again.
When playing through, originally I thought the missing screen was a bug, but then I found this code proving that at least it's intentional:
Code:
		case "QC_gate_51":
Locations[FindLocation("QC_town_exit")].image = "";		// <-- THIS LINE
Locations[FindLocation("QC_town_exit")].models.always.locators = "QCexit_l_JRH";
Locations[FindLocation("QC_town_exit")].models.always.exit = "QCexit_JRH";
Locations[FindLocation("QC_town_exit")].reload.l1.disable = 1;			

DoQuestReloadToLocation("QC_town_exit", "goto", "goto15", "QC_gate_52");
break;

There will of course be a lot of bugfixes. I'll collect all fixes in a pack and upload when I have got more.
Sounds good! :woot

Loading screens and the Walktrough are now uploaded.
The Write-up comes later.
Thanks a lot; I'll be looking forward to the write-up especially. :woot
 
I've posted the first six screenshots to http://www.facebook.com/PiratesAhoyCommunity and http://www.moddb.com/mods/new-horizons - then I'll post the next set of six tomorrow, hopefully slowly building some interest.
Then once you've got your write-up, we'll advertise that everywhere as well. :woot
 
I have always used the F12 button to get the coordinates.
Now something is changed in console.c and those lines are placed under a "case1"

How do I get this to work again? Can't do a thing. :|
 
First of all thanks for testing it Talisman! :onya

The style of game play is very different from the other stories and it has taken me a while to get used to it.
Yes, and this is intentional. Let's discuss it: is this a problem - how can I 'warn' gamers for this 'hidden object style' of POTC.
I hope you don't want me to make a tutorial. :modding

I don't think any tutorial - or too obvious warning is necessary . :no

The first two islands ( Marooned & Swamp ) are a good introduction to the style of gameplay & not too difficult.
And as long as the player pays attention then they should know what to expect from the rest of the story.

:cheers


EDIT:- Just downloaded the Walkthrough :woot I will start posting on the Wiki tomorrow. :nk
 
Small point I just remembered

When rescuing Caroline K from Nevis -- Player looses all their inventory e.g the map , compass & spyglass given earlier. --- is this correct.

if yes - then I might add a small note ( hint ) to walkthrough sugggesting if player does not want to loose these items they should put them in Capt Cabin chest before going ashore. plus perhaps also some of any gold they have.

:shrug
 
I have always used the F12 button to get the coordinates.
Now something is changed in console.c and those lines are placed under a "case1"
How do I get this to work again? Can't do a thing. :|
That was my attempt at simplifying the code a bit and prevent me from having to comment/uncomment things all the time,
as well as finally removing the "return;" line that prevented the text "Executed Console" from ever showing up.
All you should need to do is replace "switch(0)" with "switch(1)" and you'll get the locator coordinates again.
 
All you should need to do is replace "switch(0)" with "switch(1)" and you'll get the locator coordinates again.
That easy! :eek:ops2

When rescuing Caroline K from Nevis -- Player looses all their inventory e.g the map , compass & spyglass given earlier. --- is this correct.
Yes indeed, I want Pyle to start the main part (reward part) with absolutely nothing. Even his outfit is spoiled. The idea was to bit by bit build him up again
in terms of items, outfit, weapons, rank, goods reputation. At the end of the quest he has a rather fancy costume etc etc. :2guns
 
I have added some 'info' about the gaming style. (the mutineer leaders.)

The write-up is now uploaded on the ftp. :hmm
 
That easy! :eek:ops2
Well, I was trying to make things simpler with it. The idea is that you can add cases of your own and easily switch between whatever you want at that time. :cheeky

I have added some 'info' about the gaming style. (the mutineer leaders.)
Sounds good; I'll be interested to see how you handled that one! :woot
Did you manage to get the sailaway working for your second instance where you want to do it?

The write-up is now uploaded on the ftp. :hmm
Thanks a lot! I posted the second set of six pictures on Facebook and the ModDB now; probably later today I'll post the last set and use your description to do the article as well. :woot
 
Thanks JRH! Plastered all over the front page! Let me know if I screwed anything up mate!
 
Back
Top