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    Maelstrom New Horizons


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Ladies and Gentlemen... My proudest moment.

What kind of fish weapon should this be?

  • Poisonous porcupine fish

    Votes: 0 0.0%
  • Smelly old dead fish

    Votes: 0 0.0%

  • Total voters
    0
Thanks Inez! I just realized I may have made a mistake in placing the other anvil you sent me, when I tested it `in-game`... and I don't know yet if this model will be the right size... but it's very good of you to do this for me twice.

I've got two new blacksmith shops "painted," and mostly placed... with blacksmiths mostly in them, though I'm having trouble with the dialog for at least one (as far as I've gotten). There's absolutely nothing wrong with it... I pasted one I wrote a while ago, so maybe it's just some hidden bugs and I only need to rewrite the whole entire file.

OK, I had a whole list of questions written out, but now that I'm on campus at a computer, I realize I left my list at home. As I try to remember, enjoy these gallows.

<img src="http://img.photobucket.com/albums/v251/alan_smithee/hangman2.jpg" border="0" class="linked-image" />

<img src="http://img.photobucket.com/albums/v251/alan_smithee/hangman1.jpg" border="0" class="linked-image" />

<img src="http://img.photobucket.com/albums/v251/alan_smithee/hangman3.jpg" border="0" class="linked-image" />

And for more good news, I've had wonderful luck placing models... found all kinds of little things here and there scattered throughout the folders. And -- next best thing to actually pulling a model element, like a cannon, out of its surroundings and using it elsewhere -- I found how to simply make some textures invisible. So, since I couldn't get into Maya and yank the cannons out of the ship deck models, I simply made all the other parts of the ship invisible, leaving the cannons. It feels a bit wasteful, placing an entire location model just for one bit, but oh well.

So let's see how many questions I can remember...

1) You know those random attacks during home encounters, after you stay the night? Without giving too much away, I'd like to do the same with a monkey. I can make the monkey appear, but he doesn't move quite right, and he doesn't even try and attack.

2) Is there an "attack" animation (like when you set one character to attack another, e.g. `Artios-that` jerky pirate) where the guy will shoot instead of stab? I want someone to use a gun, so I had to resort to making him stab me with a gun model...

3) Still can't get my new weapons exclusively for quests... EVERYONE is walking around with a fishsword or an axe...

4) Currently, Inez' splendid tool can't edit the locators for island models, where the info for shore, town and ship locations is. Is this a possible inclusion?

5) um, crap, that's all I remember for now...

So, without giving away too much (I really want to save most of this for a surprise), here's a rundown of this quest I'm working on, called "Scavengers and Hunters":

You talk to Quentin Basil Narborough in his Cabinet of Curiosities on Redmond, and he asks you to get him something from Falaise de Fleur... There, in the church, you meet Octavie Escalope, a nun with a mysterious past... there're a couple other characters, like a `cowboy-esque` `gun-toting` maniac, and a French pirate... and new monsters. I've posted pictures of a lot of these characters already. Lot of new locations, and access to new places in existing locations (like going inside the FdF church bell tower.)

I'm maybe 2/3 done. Then there're two or three or four others boiling in my head, that I'll be working on when time off school permits.

I might next start this `film-noir`-esque quest involving a murder aboard your ship...

So, with that, a big happy new year to ya all, maties.
 
Aye Alan,fantasic mate,look'n forward to seeing yer finished projects,luv de hanging scene. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/par-ty.gif" style="vertical-align:middle" emoid=":cheers" border="0" alt="par-ty.gif" />
 
Here <a href="http://home.arcor.de/swigard/Downloads/Models/" target="_blank">http://home.arcor.de/swigard/Downloads/Models/</a> is a cannon model for you (cannon_x.gm). It's extracted from the barque model.
Not sure if it works in the game, but looks ok in GmViewer.
 
Hey, that looks like really unique locations and quests <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/onya.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="onya.gif" />


For the monkeyattack, did you use this section from Enc_resident_dialog.c ?

chr = LAi_CreateFantomCharacter(0, true, true, 0.25, "mask_" + (i+2), LAI_GROUP_MONSTERS, "");
LAi_SetWarriorType(chr);
LAi_group_MoveCharacter(chr, LAI_GROUP_MONSTERS);
LAi_group_SetRelation(LAI_GROUP_PLAYER, LAI_GROUP_MONSTERS, LAI_GROUP_ENEMY);

Try this with the LAi_CreateFantomCharacterEX function, which has additionally a parameter for the animation:

chr = LAi_CreateFantomCharacterEx(0, true, false, 0.0, "monkey", "monkey", LAI_GROUP_MONSTERS, "");
chr.sex = "monkey";
LAi_type_monkey_Init(chr);
LAi_group_MoveCharacter(chr, LAI_GROUP_MONSTERS);
LAi_group_SetRelation(LAI_GROUP_PLAYER, LAI_GROUP_MONSTERS, LAI_GROUP_ENEMY);

There is also a "FightWoWeapon" attribute somewhere which makes a character fight with bare hands. Maybe that`s required for monkeys.

If that doesn't work post the code that doesn't work. (Makes adressing a problem a lot easier <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/icon_wink.gif" style="vertical-align:middle" emoid=";)" border="0" alt="icon_wink.gif" /> )


I recommend Inez' BIG Monkey model. It turns those pesky rabid little monkeys into really monsterlike gorillas from hell <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/w00t.gif" style="vertical-align:middle" emoid=":woot" border="0" alt="w00t.gif" /> <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/onya.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="onya.gif" />
 
She has a big monkey model? I never noticed; just the rats and lizards and whatnots. I really wish we had a `fleshed-out`, normal monkey...

and I wish for fish. Thanks for the cannon, Inez; I'm not getting mine to work in one particular spot; and while you're at it, could I ask for a larger fish model for my Fishsword?

CCC, I tried the fight w/o weapons line, but that just made him look even more screwed up. I'll paste in your code...

Screenies of the two blacksmith shops coming soon. The anvil looks good; it's just about the right size. Trouble is placing it somewhere where you can't walk through it and spoil the illusion.
 
Alan, this all looks sooo great! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/onya.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="onya.gif" />

How do you want to use the special quest items? Do you want someone to FIND one? or give someone one? or do they buy it?

To have someone find an item that will be there only if you're on that particular quest, check the Artois/Nigel quest where you find the silver in the shipwreck, in quests_reaction.c, to see how it's structured. Basically you have to have a quest check, perhaps a certain entry in the quest log book, before you can "find" the item - and when they reach that locale you can give the item to the main character...

And for your fleshed out monkey, have you tried to put the monkey animation on a human? Can that be done, I wonder? <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />

HTH! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/onya.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="onya.gif" /> Looking forward to seeing how this all works out! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/par-ty.gif" style="vertical-align:middle" emoid=":cheers" border="0" alt="par-ty.gif" />
 
OK, I brought my scrap of paper with me this time and here are the rest of my Very Important and Much Vexing Questions.

But first, to address a few things. My trouble with weapons was that they appeared in every average townfolkman's hands, despite my specifying no random and no equip. I must have misunderstood the extent of that option barring the weapon from randomly appearing in the game. No matter; I simply removed my items from the weapons quality mod, and I believe that's done it. Actually it's better now, what with the SWAK and all... (flying fish, poison fish, stinky fishbombs...)

My remaining questions were:

1) Adding locations to the ModHelper? I can type them in in the advanced mode, but that doesn't mean that I go there, nor is my new location saved as an option. What am I missing here?

2) With all my new locations I created my own locations init file, and there's no problem there; but I'd also like my own characters file, and that seems to be a problem. I thought I edited the correct files in the correct way, but all I gets for me troubles is a black screen.

3) Not a modding question but an issue raised elsewhere, about game quality: I and a few others have a real slow, jumpy, quirky time too often on land, especially when there are a lot of people about. It's not really a graphics problem, or at least not one that reducing my resolution or anything seems to alleviate. Any clue?

Bah, classes start tomorrow...
 
1) Had that too, but lately i saw that you must define the Potchelper startlocation somewhere else, IIRC Buildsettings.h ???? Will ahve a look.

2) Have you read Scheffnow's character tutorial in the Wiki ? He describes how to add your files in a professinal way.

3) I have that if I make locators visible. I assume it has to do with the amount of calculations necessary for every charactar and locatorlabel if you move in relation too them.
 
<!--`QuoteBegin-alan_smithee`+--><div class='quotetop'>QUOTE(alan_smithee)</div><div class='quotemain'><!--QuoteEBegin-->4) Currently, Inez' splendid tool can't edit the locators for island models, where the info for shore, town and ship locations is. Is this a possible inclusion?
[/quote]
The newest version can open those, too. And I also fixed a couple of other bugs. Besides you can now (via the extras menu) make the "character patch" for a location visible, so you can see where people will walk.
 
Cap'n Archibald McNil,
Many things have been talked about in this thread (Alan comes up with new ideas so fast...) . If editing locators with the character tool is what you want to know more about, get it form <a href="http://home.arcor.de/swigard/Downloads/TOOL/" target="_blank">http://home.arcor.de/swigard/Downloads/TOOL/</a>. There's a helpfile in the archive.
 
Another new edition of the tool? sweet.

The monkey code worked, by the way, thanks `Triple-C`. (And I tried out the giant monkey -- man is he honking big. But his animation is a bit off, as I'm doing it now...)

With this same thing, I'd like random packs of rabid monkeys, random giant monkeys and random mummies (plus maybe giant rats -- those guys are enormous, and packs of small rats)... but when I copied the code section and changed it to mummies (accessible, `in-dialog`, via another random number dealie), the dialog was busted. (The dialog's busted as of last night, for no reason I can discern...)

but, heh, I've been having fun changing Malcolm into different critters - sharks and giant rats. Got myself changed into a giant rat, and the animation isn't too off as he lumbers around biting people. Wish I'd thought to bring my screencaps with me to the library here...

Oh and go check on another thread I'll be making shortly: My first draft of the blacksmiths mod is done.
 
<!--`QuoteBegin-alan_smithee`+--><div class='quotetop'>QUOTE(alan_smithee)</div><div class='quotemain'><!--QuoteEBegin-->Got myself changed into a giant rat, and the animation isn't too off as he lumbers around biting people.[/quote] <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/rolleyes.gif" style="vertical-align:middle" emoid=":rolleyes:" border="0" alt="rolleyes.gif" /> "...We're ALLLLL maaad here!..." --Cheshire Cat, "Alice In Wonderland" <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" />

This sounds marvelous! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/laugh.gif" style="vertical-align:middle" emoid="xD:" border="0" alt="laugh.gif" /> <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/par-ty.gif" style="vertical-align:middle" emoid=":cheers" border="0" alt="par-ty.gif" /> <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/onya.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="onya.gif" />
 
Alan, the animations have to be changed, too! New .an files for the big animals are in rar file. I don't think they can be replaced for people, though, because the character code calls up animations from man.an. But replacing small monkey with big ones works just perfect.
And I had fun with the sharks also - the original version is much too small...
 
I thought the original shark was big enough; haven't seen your really big one yet. But with the elevation of the cabin above sea level, it was just Malcolm's fin poking up. heh, landshark...
 
By the by, I've put a coffee shop on Redmond. Sir Buck's Coffee House. The poem below is from the period; those Brits loved their coffee shops.

<img src="http://img.photobucket.com/albums/v251/alan_smithee/coffee.jpg" border="0" class="linked-image" />

It's a location in another brewing quest...
 
Whew, the wallpaper and the rugs are enough to make ya go blind! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/ko.gif" style="vertical-align:middle" emoid=":ko" border="0" alt="ko.gif" /> <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/icon_wink.gif" style="vertical-align:middle" emoid=";)" border="0" alt="icon_wink.gif" /> <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/laugh.gif" style="vertical-align:middle" emoid="xD:" border="0" alt="laugh.gif" />

Nice use of the chess set!!! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/onya.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="onya.gif" />

I'm really looking forward to seeing this ingame, NICE, ALAN!!! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/par-ty.gif" style="vertical-align:middle" emoid=":cheers" border="0" alt="par-ty.gif" />
 
<img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/onya.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="onya.gif" /> <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/onya.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="onya.gif" /> <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/onya.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="onya.gif" />
 
<img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/william.gif" style="vertical-align:middle" emoid=":will" border="0" alt="william.gif" /> <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/william.gif" style="vertical-align:middle" emoid=":will" border="0" alt="william.gif" />
Yes, can't wait to see it ingame!
 
Suuuuch trouble with some related dialogs, though. Like you talk to one guy, and because of him this other guy appears, and he is made to automatically talk to you... but after that you can't talk to him anymore. I mean, he reappears elsewhere after the first convo, and you're supposed to continue the talk but I can't make him either automatically address you again or even initiate a dialog when you try and talk to him.
 
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