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Land Lubber 101

<!--quoteo(post=179039:date=Jan 15 2007, 04:55 AM:name=Petros)--><div class='quotetop'>QUOTE(Petros @ Jan 15 2007, 04:55 AM) [snapback]179039[/snapback]</div><div class='quotemain'><!--quotec-->
Yes there is. I already added those locators to IslaMuella.c when I added the locations themselves, That is how I am able to go there to do all those screen shots. So I'm guessing that if re-init with the code you gave, first de-initializes all locations, then initializes all of them again, I should have no problem.
<!--QuoteEnd--></div><!--QuoteEEnd-->
I suppose there is SOME reason why the locators are initialized manually in the code I found. But why I don't know. If the code deinitializes all locations, then initialize them, the locator changes to the init files should be updated as well. Perhaps that code only initializes new locations? I don't really know. <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />

If I understand you correctly, you already have added a new location and have locators pointing to it. Right? What do you need to reinitialize then? Sounds to me as if everything already <i>is</i> initialized. <img src="style_emoticons/<#EMO_DIR#>/wacko.gif" style="vertical-align:middle" emoid=":wacko:" border="0" alt="wacko.gif" />
 
<!--quoteo(post=179068:date=Jan 15 2007, 10:22 AM:name=Pieter Boelen)--><div class='quotetop'>QUOTE(Pieter Boelen @ Jan 15 2007, 10:22 AM) [snapback]179068[/snapback]</div><div class='quotemain'><!--quotec-->
....
If I understand you correctly, you already have added a new location and have locators pointing to it. Right? What do you need to reinitialize then? Sounds to me as if everything already <i>is</i> initialized. <img src="style_emoticons/<#EMO_DIR#>/wacko.gif" style="vertical-align:middle" emoid=":wacko:" border="0" alt="wacko.gif" />
<!--QuoteEnd--></div><!--QuoteEEnd-->

My question has never been about how to add locations, I do that.

I wanted an easy way to skip the Lucas quest and still be able to check that Malcom starts the quest properly and shuts up at the right time in the quest as well.

I also needed to get on to running my quest and make adjustments to locations as needed, without running the Lucas quest every time and starting a new game.

I guess I'm not expressing myself well.

As I run parts of the quest, I see that locators (inside the locations) aren't "just right" for the animations, or character interactions I want.

I change things like, positions of goto and officer locators, status of reload locators, and availability of boxes.

It's almost impossible to get all those right without running the quest.
 
skiprand = true; by itselfe seems NOT to be enough to avoid NPC:s from equipping weapons

skiprand = true;
skipequip = false; gives items to them every now & then

skiprand = true;
skipequip = NO_SPECIALWEAPONED_NPC ; doesn´t

skiprand = true;
skipequip = true; doesn´t. It may have those negative aspects you mentioned but will do in this case.
 
<!--quoteo(post=179107:date=Jan 15 2007, 06:10 PM:name=Petros)--><div class='quotetop'>QUOTE(Petros @ Jan 15 2007, 06:10 PM) [snapback]179107[/snapback]</div><div class='quotemain'><!--quotec-->
As I run parts of the quest, I see that locators (inside the locations) aren't "just right" for the animations, or character interactions I want.

I change things like, positions of goto and officer locators, status of reload locators, and availability of boxes.
<!--QuoteEnd--></div><!--QuoteEEnd-->
Locators and stuff are set in the model files, aren't they? I think these should be updated as soon as you modify the model file. No new game required. It isn't even required to update any code when all the data is just in the GM files.

<!--quoteo(post=179166:date=Jan 16 2007, 12:01 AM:name=Jack Rackham)--><div class='quotetop'>QUOTE(Jack Rackham @ Jan 16 2007, 12:01 AM) [snapback]179166[/snapback]</div><div class='quotemain'><!--quotec-->
skiprand = true; by itselfe seems NOT to be enough to avoid NPC:s from equipping weapons
<!--QuoteEnd--></div><!--QuoteEEnd-->
It seems to me that the settings work like this:
skiprand = true makes sure the item is not found in boxes
skipequip = true makes sure the item is never equipped by characters
I wonder how it is supposed to be possible to make characters not use a set item. I think we should find the code for that and add a skiprand check for that as well so that enemy characters don't get items with skiprand = true.
 
<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->I think we should find the code for that and add a skiprand check for that as well so that enemy characters don't get items with skiprand = true.<!--QuoteEnd--></div><!--QuoteEEnd-->

Yes!
 
<!--quoteo(post=179180:date=Jan 16 2007, 03:07 AM:name=Pieter Boelen)--><div class='quotetop'>QUOTE(Pieter Boelen @ Jan 16 2007, 03:07 AM) [snapback]179180[/snapback]</div><div class='quotemain'><!--quotec-->
<!--quoteo(post=179107:date=Jan 15 2007, 06:10 PM:name=Petros)--><div class='quotetop'>QUOTE(Petros @ Jan 15 2007, 06:10 PM) [snapback]179107[/snapback]</div><div class='quotemain'><!--quotec-->
As I run parts of the quest, I see that locators (inside the locations) aren't "just right" for the animations, or character interactions I want.

I change things like, positions of goto and officer locators, status of reload locators, and availability of boxes.
<!--QuoteEnd--></div><!--QuoteEEnd-->
Locators and stuff are set in the model files, aren't they? I think these should be updated as soon as you modify the model file. No new game required. It isn't even required to update any code when all the data is just in the GM files.<!--QuoteEnd--></div><!--QuoteEEnd-->
Things like setting an item locator to have a specific item are set in the Program\locations\"townname.c" files.
(although I'm not sure if they can also be set in "Quests_Reactions.c")

Your hint on changing character settings in re-init did work, <img src="style_emoticons/<#EMO_DIR#>/me.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="me.gif" /> and yes they had to be added.
Just hitting F12 doesn't re-init characters added or modified.

This however <!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->
if(FindLocation("actual location here") == -1)
{
.....if(LoadSegment("locations\locations_init.c"))
.....{
..........InitLocations();
..........UnloadSegment("locations\locations_init.c");
.....}<!--c2--></div><!--ec2--> doesn't let the game start at all.

Forget about that. Here is another problem! <img src="style_emoticons/<#EMO_DIR#>/modding.gif" style="vertical-align:middle" emoid=":modding" border="0" alt="modding.gif" />

I've just added my first quest item at the end of the "ItemDescribe.txt" file.
The description shows in player inventory but the item label doesn't.

If I add the code to the top of the file it works.
Is there a limit to the number of item {Titles} that file can hold?

If so, I can only assume that if I put my items further up the list, the ones at the bottom will be dropped.
 
<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->Things like setting an item locator to have a specific item are set in the Program\locations\"townname.c" files.
(although I'm not sure if they can also be set in "Quests_Reactions.c")<!--QuoteEnd--></div><!--QuoteEEnd-->

No, for ex randitems can not be set in quest_reactions. Boxes can be filled both ways.

<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->I've just added my first quest item at the end of the "ItemDescribe.txt" file.
The description shows in player inventory but the item label doesn't.

If I add the code to the top of the file it works.
Is there a limit to the number of item {Titles} that file can hold?<!--QuoteEnd--></div><!--QuoteEEnd-->

No, it works for me adding at lot of items (with labels) at the end of ItemDescribe.
If label is the name of the item shown in the inventory.
 
<!--quoteo(post=179271:date=Jan 17 2007, 07:26 AM:name=Petros)--><div class='quotetop'>QUOTE(Petros @ Jan 17 2007, 07:26 AM) [snapback]179271[/snapback]</div><div class='quotemain'><!--quotec-->
Your hint on changing character settings in re-init did work, <img src="style_emoticons/<#EMO_DIR#>/me.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="me.gif" /> and yes they had to be added.
Just hitting F12 doesn't re-init characters added or modified.
<!--QuoteEnd--></div><!--QuoteEEnd-->
F11 is reinit, F12 is the console. <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />

<!--quoteo(post=179271:date=Jan 17 2007, 07:26 AM:name=Petros)--><div class='quotetop'>QUOTE(Petros @ Jan 17 2007, 07:26 AM) [snapback]179271[/snapback]</div><div class='quotemain'><!--quotec-->
This however <!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->
if(FindLocation("actual location here") == -1)
{
.....if(LoadSegment("locations\locations_init.c"))
.....{
..........InitLocations();
..........UnloadSegment("locations\locations_init.c");
.....}<!--c2--></div><!--ec2--> doesn't let the game start at all.
<!--QuoteEnd--></div><!--QuoteEEnd-->
And if you add another } at the end? There are two {'s at the beginning, so there should also be two }'s at the end. And what does error.log say when the game tries to run?

<!--quoteo(post=179271:date=Jan 17 2007, 07:26 AM:name=Petros)--><div class='quotetop'>QUOTE(Petros @ Jan 17 2007, 07:26 AM) [snapback]179271[/snapback]</div><div class='quotemain'><!--quotec-->
I've just added my first quest item at the end of the "ItemDescribe.txt" file.
The description shows in player inventory but the item label doesn't.
<!--QuoteEnd--></div><!--QuoteEEnd-->
I noticed that once as well. The reason was really weird. There MUST be an empty line above the {Titles} line, otherwise the title doesn't show up. If that doesn't get it to work, could you please show the contents of your ItemsDescribe.txt here?
 
<!--quoteo(post=179287:date=Jan 17 2007, 05:58 AM:name=Pieter Boelen)--><div class='quotetop'>QUOTE(Pieter Boelen @ Jan 17 2007, 05:58 AM) [snapback]179287[/snapback]</div><div class='quotemain'><!--quotec-->
<!--quoteo(post=179271:date=Jan 17 2007, 07:26 AM:name=Petros)--><div class='quotetop'>QUOTE(Petros @ Jan 17 2007, 07:26 AM) [snapback]179271[/snapback]</div><div class='quotemain'><!--quotec-->
Your hint on changing character settings in re-init did work, <img src="style_emoticons/<#EMO_DIR#>/me.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="me.gif" /> and yes they had to be added.
Just hitting F12 doesn't re-init characters added or modified.
<!--QuoteEnd--></div><!--QuoteEEnd-->
F11 is reinit, F12 is the console. <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" /><!--QuoteEnd--></div><!--QuoteEEnd-->
What I meant
<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->
<!--quoteo(post=179271:date=Jan 17 2007, 07:26 AM:name=Petros)--><div class='quotetop'>QUOTE(Petros @ Jan 17 2007, 07:26 AM) [snapback]179271[/snapback]</div><div class='quotemain'><!--quotec-->
This however <!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->
if(FindLocation("actual location here") == -1)
{
.....if(LoadSegment("locations\locations_init.c"))
.....{
..........InitLocations();
..........UnloadSegment("locations\locations_init.c");
.....}<!--c2--></div><!--ec2--> doesn't let the game start at all.
<!--QuoteEnd--></div><!--QuoteEEnd-->
And if you add another } at the end? There are two {'s at the beginning, so there should also be two }'s at the end. And what does error.log say when the game tries to run?<!--QuoteEnd--></div><!--QuoteEEnd-->

Didn't see that. Just put in what you gave me. I'll check it soon. No error log was produced BTW
<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->
<!--quoteo(post=179271:date=Jan 17 2007, 07:26 AM:name=Petros)--><div class='quotetop'>QUOTE(Petros @ Jan 17 2007, 07:26 AM) [snapback]179271[/snapback]</div><div class='quotemain'><!--quotec-->
I've just added my first quest item at the end of the "ItemDescribe.txt" file.
The description shows in player inventory but the item label doesn't.
<!--QuoteEnd--></div><!--QuoteEEnd-->
I noticed that once as well. The reason was really weird. There MUST be an empty line above the {Titles} line, otherwise the title doesn't show up. If that doesn't get it to work, could you please show the contents of your ItemsDescribe.txt here?
<!--QuoteEnd--></div><!--QuoteEEnd-->
Incredible! <img src="style_emoticons/<#EMO_DIR#>/mybad.gif" style="vertical-align:middle" emoid=":facepalm" border="0" alt="mybad.gif" />
Just went to add a space above the line, just like you said.
<img src="http://www.pix8.net/pro/pic/7888greeb/1001191.jpg" border="0" alt="IPB Image" />
 
<!--quoteo(post=179294:date=Jan 17 2007, 01:04 PM:name=Petros)--><div class='quotetop'>QUOTE(Petros @ Jan 17 2007, 01:04 PM) [snapback]179294[/snapback]</div><div class='quotemain'><!--quotec-->
What I meant
<!--QuoteEnd--></div><!--QuoteEEnd-->No problem then. <img src="style_emoticons/<#EMO_DIR#>/me.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="me.gif" />

<!--quoteo(post=179294:date=Jan 17 2007, 01:04 PM:name=Petros)--><div class='quotetop'>QUOTE(Petros @ Jan 17 2007, 01:04 PM) [snapback]179294[/snapback]</div><div class='quotemain'><!--quotec-->
Didn't see that. Just put in what you gave me. I'll check it soon. No error log was produced BTW
<!--QuoteEnd--></div><!--QuoteEEnd-->
Next time you check it, add that } at the end see if it works better that way. Sorry for not adding that } in the code I gave. <img src="style_emoticons/<#EMO_DIR#>/oops3.gif" style="vertical-align:middle" emoid=":eek:ops2" border="0" alt="oops3.gif" />

<!--quoteo(post=179294:date=Jan 17 2007, 01:04 PM:name=Petros)--><div class='quotetop'>QUOTE(Petros @ Jan 17 2007, 01:04 PM) [snapback]179294[/snapback]</div><div class='quotemain'><!--quotec-->
Incredible! <img src="style_emoticons/<#EMO_DIR#>/mybad.gif" style="vertical-align:middle" emoid=":facepalm" border="0" alt="mybad.gif" />
Just went to add a space above the line, just like you said.
<!--QuoteEnd--></div><!--QuoteEEnd-->
Exactly my reaction when I found out why my itemname wasn't showing up in the game. Quite a silly reason for it to not work, isn't it? <img src="style_emoticons/<#EMO_DIR#>/wacko.gif" style="vertical-align:middle" emoid=":wacko:" border="0" alt="wacko.gif" />

BTW: You are really interesting me in that quest of yours. That interface picture looks excellent. <img src="style_emoticons/<#EMO_DIR#>/w00t.gif" style="vertical-align:middle" emoid=":woot" border="0" alt="w00t.gif" />
 
we need to get on a DMC quest of some sort...really looking forward to this one....looks cool when i look at the locket...
 
<!--quoteo(post=179296:date=Jan 17 2007, 07:20 AM:name=Pieter Boelen)--><div class='quotetop'>QUOTE(Pieter Boelen @ Jan 17 2007, 07:20 AM) [snapback]179296[/snapback]</div><div class='quotemain'><!--quotec-->
...
BTW: You are really interesting me in that quest of yours. That interface picture looks excellent. <img src="style_emoticons/<#EMO_DIR#>/w00t.gif" style="vertical-align:middle" emoid=":woot" border="0" alt="w00t.gif" />
<!--QuoteEnd--></div><!--QuoteEEnd-->
Pedro Quest

Background. Don Pedro Luis Bermudez is the nephew of the Viceroy of the Americas.
He has been touring various military installations with a group of engineers and architects.
He is supervising the allocation of the "Situado", money not sent back to Spain but kept in the Americas for the building and maintenance of such installations.
On their way from Havana to Santo Domingo on route to IM (San Juan) and ultimately Spain, they have taken the Windward Passage, but are way overdue at IM where his wife Doña Ana de Bermudez and the Viceroy's Envoy, Diego Manuel Orocovis eagerly await.

Worse still, the Inspector's small fleet never made it to Santo Domingo.

A freak "Devil Storm" Huracán as the Taino and Arawak Indians call it, has passed south of Cuba.
Spanish ships and coastal search parties have been out searching for weeks with no success.

It is feared that the Viceroys nephew may be marooned on British soil.
The player has free travel in British waters and has helped the Spanish before by rescuing the Admirals son.
He is about to be called upon again.

Logistics
You meet Malcolm, you're good old ex bosun, at the local tavern. He tells you that word is out that a Spanish Admiral is looking for you. (50%complete) change that down to 20%

You meet the Admiral who is dressed for war.
Gives you little info other than to meet the Envoy of the Viceroy, who while on IM is staying at Casa Petros.
You don't feel good about this ... you can decline .... your risk!
He gives you a gift ... which if you don't already have, you are going to need.
The admiral marches off ... to war? 100% Complete

You follow instructions and find Casa Petros. Strange how you couldn't get in there before. But now you don't really want to.

Here you meet the somewhat hysterical wife, Ana de Bermudez, who gives you a locket, and leaves.
You don't even know why yet. 100% Complete

You realize that you can't leave the place so you walk over to a man who turns out to be the Envoy.
He gives you the answers you sought. But now you have even bigger questions. Now you can leave
10% Complete


Note, I'm working ahead in spots so some locations, logistics, character actions, plot ideas/twists, have been worked on in part.
Much re-skinning, dialog writing, Quests_reaction code still remains.

I guess I'm about 20% done. Maybe less.
Perhaps it will be ready for when you get back!
 
Sounds pretty good to me. Nice idea to make the quest start with Malcolm. That would also be quite a penalty for those evil players who killed Malcolm in the tutorial, because they can't play the quest.

Question: Why wouldn't the player want to enter Casa Petros? <img src="style_emoticons/<#EMO_DIR#>/piratesing.gif" style="vertical-align:middle" emoid=":shock" border="0" alt="piratesing.gif" />
 
Player has heard only bad things about that man.
He can't understand what the Spanish aristocrats have to do with him.

Luckily, Petros is not on the Island at the time so player is spared ... for the moment.


Oh, about Malcolm in the Tavern.
It seemed to me a great place to start several quests form.

Ties it all back to the very beginning.

I never liked the idea of just writing him off.
 
<!--quoteo(post=179311:date=Jan 17 2007, 03:21 PM:name=Petros)--><div class='quotetop'>QUOTE(Petros @ Jan 17 2007, 03:21 PM) [snapback]179311[/snapback]</div><div class='quotemain'><!--quotec-->
Player has heard only bad things about that man.
He can't understand what the Spanish aristocrats have to do with him.
<!--QuoteEnd--></div><!--QuoteEEnd-->
That must be a different Petros than the one I know. <img src="style_emoticons/<#EMO_DIR#>/icon_wink.gif" style="vertical-align:middle" emoid=";)" border="0" alt="icon_wink.gif" />
Anyway: In that case there should be some rumours about Petros floating around the archipelago. <img src="style_emoticons/<#EMO_DIR#>/whistling.gif" style="vertical-align:middle" emoid=":wp" border="0" alt="whistling.gif" />
Or have you added some rumours to the quest itself?

<!--quoteo(post=179311:date=Jan 17 2007, 03:21 PM:name=Petros)--><div class='quotetop'>QUOTE(Petros @ Jan 17 2007, 03:21 PM) [snapback]179311[/snapback]</div><div class='quotemain'><!--quotec-->
Luckily, Petros is not on the Island at the time so player is spared ... for the moment.
<!--QuoteEnd--></div><!--QuoteEEnd-->
Are you saying that, with a bit of luck, the player WILL encounter Petros? Would be nice. <img src="style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" />

<!--quoteo(post=179311:date=Jan 17 2007, 03:21 PM:name=Petros)--><div class='quotetop'>QUOTE(Petros @ Jan 17 2007, 03:21 PM) [snapback]179311[/snapback]</div><div class='quotemain'><!--quotec-->
Oh, about Malcolm in the Tavern. It seemed to me a great place to start several quests form. Ties it all back to the very beginning. I ever liked the idea of just writing him off.
<!--QuoteEnd--></div><!--QuoteEEnd-->
You're quite right. Excellent idea! <img src="style_emoticons/<#EMO_DIR#>/me.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="me.gif" />
 
if he tries anything stupid i'd probably blow his brains out. <img src="style_emoticons/<#EMO_DIR#>/happy.gif" style="vertical-align:middle" emoid="^_^" border="0" alt="happy.gif" /> i'm not really impressed by some pirate. i recently encountered a manowar, a battleship and an escalated battleship when i only had the pirate corvette and fred bob to accompany me, i was only level 9 by then. i went up 3 levels there, simply by boarding the manowar by ramming it, taking it over, scuttling my corvette, running across the ship to board the escalated battleship, scuttling it afterwards, and then intercepting the battleship while it was trying to give me a broadside by doing a quick turn-around, boarding it, and scuttling that one as well. i can tell you, my sword arm was pretty tired after that! oh: nothing of this was made up. the ships had collided with each other due to a lack of wind so i could simply walk across one ship to the other. the battleship was a bit to far away to do that, but i already told you what i did with that. <img src="style_emoticons/<#EMO_DIR#>/danse1.gif" style="vertical-align:middle" emoid=":dance" border="0" alt="danse1.gif" />
 
The Viceroy's Envoy.
<img src="http://www.pix8.net/pro/pic/7888greeb/1001707.jpg" border="0" alt="IPB Image" />
 
WOW! Talking about amazing skinning! <img src="style_emoticons/<#EMO_DIR#>/piratesing.gif" style="vertical-align:middle" emoid=":shock" border="0" alt="piratesing.gif" />
 
sorry, but until i saw the writing i thought it was a really silly imitation of you. <img src="style_emoticons/<#EMO_DIR#>/laugh.gif" style="vertical-align:middle" emoid="xD:" border="0" alt="laugh.gif" /> but yes, he does look good for the assigned role.
 
*stares in shock*...........wow....love the plot..the skin...everything...really looking forward to playing it! we need some more proper quests in that game!
 
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