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//-------------------------------------------------------------------------
// PrisonShip2 by JRH (Battleship4)
//-------------------------------------------------------------------------
// PS -->
makeref(refShip,ShipsTypes[n]);
n++;
refShip.Name = "PrisonShip2"; //JRH change
refShip.all = "Lineship";
refShip.SName = "Battleship3"; //JRH change
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.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 )
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.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've checked in my game version, but I don't have those files either: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.
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
The system log attached also shows some more missing textures
//-------------------------------------------------------------------------
// PrisonShip2 by JRH (Battleship3)
//-------------------------------------------------------------------------
// PS -->
makeref(refShip,ShipsTypes[n]);
n++;
refShip.Name = "PrisonShip2"; //JRH change
refShip.all = "Lineship";
refShip.SName = "Battleship3"; //JRH change
This is really not good, I know. I thought though that the idea of using the flood to swim OVER something was worth this.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 )
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'Port Royale door for Woodes Rogers Kitchen - next to Tavern - is this quest specific?
First it make sense to use the same model for interior/exterior.How about the ship in CoAS with Rope-bridges between the masts that you can walk along
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 lightI have managed to get as far as lighting the gas in the control room - then something went wrong
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.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
In that case I suppose the game just doesn't understand camera collision detection with the ceiling.This is really not good, I know. I thought though that the idea of using the flood to swim OVER something was worth this.![]()
I have not raised/lowered the location model and no nothing about camera.
Neither do I. The ship is working ok. Is there any problem?However, refShip.SName = "Battleship3" refers to a Battleship3 entry in common.ini; but I don't have such an entry.
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
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.Neither do I. The ship is working ok. Is there any problem?
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 = )
Then it doesn't matter either way; I've adding that line anyway, just in case. Can't hurt.The prison ships are never used as a real ships, only to been seen from a distance. Do what think is needed, Pieter.![]()
Needs some extra attribute for these maybe?It just strikes me that all your added "ships" that aren't actually ships will be showing up at Vanderdecken's shipyard!
My 'ships' haveif (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
maybe it's enough!? :|refShip.CanEncounter = false; // NK just to be sure.
refShip.CanBuy = false; //JRH
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?