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JRH quest

The following code in ships_init.c of yours seems to refer to a battleship3 entry in common.ini:
Code:
//-------------------------------------------------------------------------
// PrisonShip2 by JRH (Battleship4)
//-------------------------------------------------------------------------
// PS -->
makeref(refShip,ShipsTypes[n]);
n++;
refShip.Name			 = "PrisonShip2";				//JRH change
refShip.all				 = "Lineship";
refShip.SName			 = "Battleship3";				//JRH change
However, I do not have that myself. Do you have it in your copy of the file? If so, can you upload your common.ini file please?
 
Woodes Rogers - comments so far


I like the new views of Port Royale and the soldiers with the Musketts on their shoulders. :onya

The foggy and flooded mine is also very good. :yes
Small problem with flooding - the camera goes outside the model ( this is a game not story problem - known game problem with other flooded tunnels & mines )

An idea for the Swamp Island ship ( can be completely ignored :yes )

The Ceres Smithy ship from CoAS has been used as the model - How about the ship in CoAS with Rope-bridges between the masts that you can walk along - I think it is the San Augustin ( see images )



Port Royale door for Woodes Rogers Kitchen - next to Tavern - is this quest specific? :?
As that door is used in Hornblower as Naval Academy - and is set up as such in the game generally - is there going to be conflicts? ( won't be any if WR kitchen is quest specific )

I also have a few small textures that appear to be missing ( might just be my installation ) - I have noticed them on a couple of door hinges - see attached system log.


I have managed to get as far as lighting the gas in the control room - then something went wrong - so starting again from placing the skull in the cell trapdoor. Everything going well so far. :dance


:cheers
 
Small problem with flooding - the camera goes outside the model ( this is a game not story problem - known game problem with other flooded tunnels & mines )
I'm not sure if Jack Rackham raised/lowered the location model for his flooded dungeon, but that's what I did when I made the Sewer and indeed then the model loses its camera collision information or whatever it is. :(

Port Royale door for Woodes Rogers Kitchen - next to Tavern - is this quest specific? :?
As that door is used in Hornblower as Naval Academy - and is set up as such in the game generally - is there going to be conflicts? ( won't be any if WR kitchen is quest specific )
Good question. I went to check and found that the default reload to the Naval HQ is overwritten in the Woodes Rogers StartStoryline.c file, so that shouldn't interfere. :woot

I also have a few small textures that appear to be missing ( might just be my installation ) - I have noticed them on a couple of door hinges - see attached system log.
I've checked in my game version, but I don't have those files either:
Code:
Can't load texture resource\textures\AMMO\4002142.TGA.tx
Can't load texture resource\textures\AMMO\BOARD.TGA.tx
Can't load texture resource\textures\AMMO\BUMP_EQ.TGA.tx
Can't load texture resource\textures\AMMO\ENV22.TGA.tx
Can't load texture resource\textures\AMMO\OBJECTS_TEX4.TGA.tx
Can't load texture resource\textures\AMMO\SH03_CONENVDAY.TGA.tx
Can't load texture resource\textures\AMMO\SHIPYARDS_MEDIUM_TEX.TGA.tx
Can't load texture resource\textures\AMMO\SKLAD.TGA.tx
Can't load texture resource\textures\AMMO\WALL.TGA.tx
Can't load texture resource\textures\ITEM_PISTOL6L.TGA.tx
 
:gday

I am stuck xD:


I have met Charles Vane & accepted his task -- talked to Silehard -- gone back through Blue Cavern to shore all OK.

When I get to shore and try to board ship - I get boarding icon at top left of screen ok - but I can't board the ship ( tartane ). :( So I can't sail to Port Royal.

The attached logs are from exiting Blue Cavern through talking to Vane & Silehard then back through Blue Cavern to shore and trying to board ship. ( no error log generated ) :shrug

EDIT:- OK -- This is just me being stupid :modding :modding :modding

You are not meant to sail --- you just have to go back through the jungle from Rocky Shore to Port Royale ( I thought you had to sail the Tartane :rofl. )


EDIT:- The system log attached also shows some more missing textures :shock
 
The system log attached also shows some more missing textures

Yes I know. When I have cut out parts from coas, aop or vco locations that .gm model still
calls for textures I have not bothered to import to potc. (because those 3D-parts not
are wanted)

I mean if you open the hex editor for a simple saw you can see all the textures that
originally belonged to the location the saw was cut out from.

I don't know how to avoid this OR if it makes any problems.

Nice to hear you havn't run into any serious problems so far Talisman. :onya
You have played about 40% now.

After Rocky Shore it's back into the Mine again...
 
Ah, so those textures are referenced, but not actually used? No worries then. As long as you don't run into any actual grey model parts. :shrug
 
Pieter, about the Prisonship2. I have nothing in common.ini about prisonships(1 or 2), should I? :huh
Strange enough the text in ships_init differs a little. I have got:
//-------------------------------------------------------------------------
// PrisonShip2 by JRH (Battleship3)
//-------------------------------------------------------------------------
// PS -->
makeref(refShip,ShipsTypes[n]);
n++;
refShip.Name = "PrisonShip2"; //JRH change
refShip.all = "Lineship";
refShip.SName = "Battleship3"; //JRH change

Talisman and Pieter,
Small problem with flooding - the camera goes outside the model ( this is a game not story problem - known game problem with other flooded tunnels & mines )
This is really not good, I know. I thought though that the idea of using the flood to swim OVER something was worth this. :wp
I have not raised/lowered the location model and no nothing about camera.

Port Royale door for Woodes Rogers Kitchen - next to Tavern - is this quest specific?
Yes, in all other storylines it's Short Jack Gold's Naval Academy. No collision. I couldn't give up this door as the idea of Rogers'
kitchen was more or less based on it. (And SJG couldn't move the Academy)

How about the ship in CoAS with Rope-bridges between the masts that you can walk along
First it make sense to use the same model for interior/exterior.
Even if those hanging bridges look good and "you can walk along them" I don't think this will be the case
if that ship is placed like an "add" in the Shipwreck island model.
Strange enough I think I have found use for the hanging bridge somewhere else. (Working on it for the moment) :nk

I have managed to get as far as lighting the gas in the control room - then something went wrong
There are risks here: If you are too slow you get damaged by (breahing I guess) the gas. You can also kill yourself if trying to light
the gas if there is too much of it in the room. :328_skull:

Talisman, I have forgot to mention that in StartStoryline you can choose which part of the quest you
want to start a New Game from. Just uncheck another "number" and // the marooned part. :hmm
 
Pieter, about the Prisonship2. I have nothing in common.ini about prisonships(1 or 2), should I? :huh
Strange enough the text in ships_init differs a little. I have got:
Code:
//-------------------------------------------------------------------------
// PrisonShip2 by JRH (Battleship3)
//-------------------------------------------------------------------------
// PS -->
makeref(refShip,ShipsTypes[n]);
n++;
refShip.Name			 = "PrisonShip2";				//JRH change
refShip.all				 = "Lineship";
refShip.SName			 = "Battleship3";				//JRH change
The small difference is because of me messing around for the ship clean-up. However, refShip.SName = "Battleship3" refers to a Battleship3 entry in common.ini; but I don't have such an entry.

This is really not good, I know. I thought though that the idea of using the flood to swim OVER something was worth this. :wp
I have not raised/lowered the location model and no nothing about camera.
In that case I suppose the game just doesn't understand camera collision detection with the ceiling. :(
 
However, refShip.SName = "Battleship3" refers to a Battleship3 entry in common.ini; but I don't have such an entry.
Neither do I. The ship is working ok. Is there any problem?
 
Neither do I. The ship is working ok. Is there any problem?
The only "problem" is that ship would not have a type name in any of the interfaces. I suppose we can just put "string = Battleship3,"Prison Ship"" in common.ini and then that's covered.
Just wanted to make sure I wasn't missing out on anything you do have. :doff
 
I am now trying to fill the Medicine Chest.

I have the Antidote & Bandages

Also the Ether Bottle, and Surgery kit.

Got the Food Keys from the Boatswain

Have got the Leeches and sack from Grandma's room.

and after selling Caroline K's jewellry - I have bought the violin and given it to the Apothacary - in exchange for his stuff .

Now I have gone to see Woodes Rogers in his Library - but he won't talk to me & the gunroom ( Armory ) won't open -- All I get is a dialog screen with no words :cry

So I can't get to Dampier

There is no error log generated - just System & Compile.

Is it anything to do with this at the end of the system.log:-

Code:
Can't load texture resource\textures\AMMO\3401013B00.BMP.tx
Can't load texture resource\textures\AMMO\CJ0404.TGA.tx
Can't load texture resource\textures\AMMO\3401013B00.BMP.tx
Can't load texture resource\textures\AMMO\CJ0404.TGA.tx
Can't load texture resource\textures\AMMO\3401013B00.BMP.tx
Can't load texture resource\textures\AMMO\SPHETE.TGA.tx
Can't load texture resource\textures\AMMO\SPHETE.TGA.tx
DIALOG: Invalid text or links, emergency exit! (last link = )
DIALOG: Invalid text or links, emergency exit! (last link = )

:shrug


Small Note :- In the dialogs and Quest Book the Apothacary is said to be from Greenford -- shouuld this be Bridgetown :?


:cheers
 
1) Rogers dialog. Ok this is a bug. :cry
Rogers should either give you a proper hint OR his standars neutral line like: you're doing fine etc
How did you start the game when this happened? I mean from which number in StartStoryline?

2) Armory. Think it's later, as I remember it It's open after dialog with Grandma Rogers: visit the Gunner etc
Grandma shows up, near the gates to the port, after you have delivered food to Edward Cook at the Church.

3) Bridgetown of course. :wacko:

I try run the quest from "9" (ready for medicine collect part) now...
... and don't get any blank dialog lines.

Rogers is placed in the library when Cook 'opens' the Medicine Chest.
And from that moment I get the Dampier hint from Rogers.

I got an idea Talisman; if you started from case "9", maybe you forgot to speak with Rogers
outside the shipyard?
 
The prison ships are never used as a real ships, only to been seen from a distance. Do what think is needed, Pieter. :onya
 
The prison ships are never used as a real ships, only to been seen from a distance. Do what think is needed, Pieter. :onya
Then it doesn't matter either way; I've adding that line anyway, just in case. Can't hurt.

It just strikes me that all your added "ships" that aren't actually ships will be showing up at Vanderdecken's shipyard! :rofl
We might want to think of something to prevent that one; doesn't make much sense be able to buy... an elevator. :wp
 
It just strikes me that all your added "ships" that aren't actually ships will be showing up at Vanderdecken's shipyard!
Needs some extra attribute for these maybe?
 
Hmm... probably. I'd have to find the code for Vanderdecken again; vaguely recall it was in PROGRAM\Ships\ships.c .
 
Pieter I'm not sure but a quick glance in Ships.c
if (CheckAttribute(NPChar,"id") && NPChar.id == "Hendrick Vanderdecken") // PB: Enable the buying of unavailable quest ships
{
if(sti(rShip.CanBuy) == true || sti(rShip.CanEncounter) == true) { continue; }
}
else
My 'ships' have
refShip.CanEncounter = false; // NK just to be sure.
refShip.CanBuy = false; //JRH
maybe it's enough!? :|
 
1) Rogers dialog. Ok this is a bug. :cry
Rogers should either give you a proper hint OR his standars neutral line like: you're doing fine etc
How did you start the game when this happened? I mean from which number in StartStoryline?

2) Armory. Think it's later, as I remember it It's open after dialog with Grandma Rogers: visit the Gunner etc
Grandma shows up, near the gates to the port, after you have delivered food to Edward Cook at the Church.

3) Bridgetown of course. :wacko:

I try run the quest from "9" (ready for medicine collect part) now...
... and don't get any blank dialog lines.

Rogers is placed in the library when Cook 'opens' the Medicine Chest.
And from that moment I get the Dampier hint from Rogers.

I got an idea Talisman; if you started from case "9", maybe you forgot to speak with Rogers
outside the shipyard?

2) - Sorry I meant the Gunroom :facepalm


Ok - I have managed to get a bit further this time :onya

I am not using the jump starts ( at the moment ) - I am trying to see if I can play through the quest complete from start to finish. :yes

I started again from a save at my arrival back in Port Royale from Vane's hideout. & talked to Woodes Rogers outside shipyard as before.

Picked up Surgery kit & medicine chest - talked to Grandma - talked to Selkirk in Bootyroom - then Caroline K & got jewelry.

Sold jewelery - bought antidote & Etherbottle

Went to church & talked to Cook outside - he opens half the chest.

***From here if you follow the order in the walkthrough - go to port - keys from boatswain - talk Apothacary - Rogers Shop & buy Violin - get violin & items in Grandmas room - go to port and give Apothacary violin - go to Library & talk to Rogers <<<<----- here you get the dialog screen with no dialog & Dampier is not in Gunroom - Claire Voyant & Dover are not in their places. ( Tried this several times :yes )


SO after Cook opened the chest I went straight to the Library - Rogers talked to me OK :onya -- went to Gunroom & talked to Dampier ( checked that Voyant & Dover were now in place )
THEN I went to Port - got keys from boatswain - talked to Apothacary - went to Rogers Shop & bought Violin - get violin & items in Grandmas room - go to port and give Apothacary violin

Then talked to Dover - talked to Claire Voyant & got her items -- went to tavern & got bottles - went back to Dover and collected his medicine

Talked to Rosabella in Crews Quarters & got her item - went to Booty room & talked to Selkirk and got Friday's leaves - went to Food cellar picked up Food Chest - collected food & took it to Cook at Church -- went back to food cellar & recovered Medcine Chest - talked to Grandma Rogers ( tells you to go see Stretton the Gunner) -- go to Armoury ( powder monky by door) & gunpowder Storage.

I now can't get into the Gunpowder Store - locked padlock upper left of screen. :shock

So I am stuck again --- attached logs are from talking to Selkirk & getting Friday's leaves onwards.


:drunk
 
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