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Making a New Lifeboat

<!--quoteo(post=224805:date=Dec 7 2007, 02:42 PM:name=Pieter Boelen)--><div class='quotetop'>QUOTE(Pieter Boelen @ Dec 7 2007, 02:42 PM) [snapback]224805[/snapback]</div><div class='quotemain'><!--quotec-->Shouldn't <i>refShip.EmblemedSails.nationFileName = "ships\sail_Petros_black_red.tga";</i> be added as well?<!--QuoteEnd--></div><!--QuoteEEnd-->

Now that you mention it, that is much better than deleting the lines I mentioned afterward. <img src="style_emoticons/<#EMO_DIR#>/mybad.gif" style="vertical-align:middle" emoid=":facepalm" border="0" alt="mybad.gif" />
<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->refShip.GeraldSails.rey_b2 = 1;
refShip.GeraldSails.rey_b3 = 1;<!--c2--></div><!--ec2-->

These lines actually set which sails get the national emblems.
BTW: different sails can be set this way, to change the look of a ship, if some emblem sails end up looking out of place.

By leaving them in, the player can then set the sails to anything other than "Default" and use national or Pirate sails as well.
 
Ah! Thanks for explaining that. I never knew that that was for. That's quite interesting actually. It explains how they got the French Fleur de Lis on the sails of the lugger on some of the pre-release game screenshots. I wonder if we could re-enable logo's on sails for some of the non-square-rigged ships. <img src="style_emoticons/<#EMO_DIR#>/rolleyes.gif" style="vertical-align:middle" emoid=":rolleyes:" border="0" alt="rolleyes.gif" />
 
<!--quoteo(post=224823:date=Dec 7 2007, 03:25 PM:name=Pieter Boelen)--><div class='quotetop'>QUOTE(Pieter Boelen @ Dec 7 2007, 03:25 PM) [snapback]224823[/snapback]</div><div class='quotemain'><!--quotec-->Ah! Thanks for explaining that. I never knew that that was for. That's quite interesting actually. It explains how they got the French Fleur de Lis on the sails of the lugger on some of the pre-release game screenshots. I wonder if we could re-enable logo's on sails for some of the non-square-rigged ships. <img src="style_emoticons/<#EMO_DIR#>/rolleyes.gif" style="vertical-align:middle" emoid=":rolleyes:" border="0" alt="rolleyes.gif" /><!--QuoteEnd--></div><!--QuoteEEnd-->
Yes you can, I have tinkered with it.

Only problem is that with some sails, the coat of arms or emblem gets slanted, and then doesn't look right at all.

Each ship and each spar/sail would have to be tested to see how it looks.
The code preventing emblem sails on ships lower than class 3 would have to be changed.

Allowing them on all ships below a certain class wouldn't be good either.
It would have to be changed to allow for emblems on certain individual ships only.
 
Hmm. Would be nice, but it sounds like it's a bit too much work for now. <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />
 
It was long ago so I'm going to take another look at this.

It would be nice to have class 4 ships like Fleuts and Caravels use Emblem sails, but then you have the problem of Schooners and Xebecs which should be excluded.

But if those excluded ships don't get the "refShip.GeraldSails.rey_XXX" assigned for any sails, then they wouldn't get emblems ... perhaps ... something for me to test.
 
If you are willing to do some experimenting with that, that'd be great! <img src="style_emoticons/<#EMO_DIR#>/doff.gif" style="vertical-align:middle" emoid=":doff" border="0" alt="doff.gif" />
 
Already did! It worked!

Edited "kam_selectsails.c" to change one line around line 38. <!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->    if (GetCharacterShipClass(PChar) > 4)    // Was 3, changed to allow Fleut and Caravel  Petros<!--c2--></div><!--ec2-->

In game I used the Light Caravel, class 4 with code
refShip.GeraldSails.rey_b2 = 1;
refShip.GeraldSails.rey_b3 = 1;
and a Rum Runner, class 4 without those lines in Ships_init.c

The Light Caravel had white sails with Emblems (default) just like the Galleons, while the Rum Runner had plain sails.


Only problem I see is if we set the "Default" sails to my red and yellow ones, then there would be no national emblem.
 
Nice. Is the missing national emblem when using your sails a problem? Wouldn't you just get your striped sails on all masts?
 
<!--quoteo(post=224870:date=Dec 8 2007, 08:07 AM:name=Pieter Boelen)--><div class='quotetop'>QUOTE(Pieter Boelen @ Dec 8 2007, 08:07 AM) [snapback]224870[/snapback]</div><div class='quotemain'><!--quotec-->Nice. Is the missing national emblem when using your sails a problem? Wouldn't you just get your striped sails on all masts?<!--QuoteEnd--></div><!--QuoteEEnd-->
Yes, striped sails on all masts would be the case as it is now.

If we assume that those sails are Spanish, then the My Galleons would be OK.

Using those sails on the light Caravel with no way to show it is Portuguese, would be inconsistent.
 
In my game version your galleons are limited to Spain only and the Light Caravel is used for Portugal. Perhaps we can add a different selection of stripe colours for your Portuguese ships?
 
For example. Petros already made those, so we might as well use them as well. <img src="style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" />
 
<!--quoteo(post=224915:date=Dec 8 2007, 01:18 PM:name=Pieter Boelen)--><div class='quotetop'>QUOTE(Pieter Boelen @ Dec 8 2007, 01:18 PM) [snapback]224915[/snapback]</div><div class='quotemain'><!--quotec-->For example. Petros already made those, so we might as well use them as well. <img src="style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" /><!--QuoteEnd--></div><!--QuoteEEnd-->
If our Portuguese brethren like that sail choice, I say why not?

I think they look good on the Caravel, and also the "Rum Runner" schooner.

The Rum Runner (Schooner4_50) should get assigned

refShip.Nation = Portugal;
refShip.EmblemedSails.normalTex = "ships\sail_Petros_Blue_White.tga";


I'll get those sails to ftp.
 
Will do. <img src="style_emoticons/<#EMO_DIR#>/yes.gif" style="vertical-align:middle" emoid=":yes" border="0" alt="yes.gif" />
Edit: Done.
 
I see that the conversation has drifted...

but about the lifeboat/tartane/boat thing, (this may have already been suggested) but would an underwater sail work? then you (probably) wouldn't see it (especially if you made it small) it would be good to have two lifeboats - Jolly Mon style and Rowing boat - they could maybe be randomly picked each time you need to use one.
 
If you assign an unexisting sail texture, it will also be invisible. It would still sail as a sailboat though.
 
<!--quoteo(post=234706:date=Jan 31 2008, 08:53 AM:name=Darth-me)--><div class='quotetop'>QUOTE (Darth-me @ Jan 31 2008, 08:53 AM) <a href="index.php?act=findpost&pid=234706"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I see that the conversation has drifted...

but about the lifeboat/tartane/boat thing, (this may have already been suggested) but would an underwater sail work? then you (probably) wouldn't see it (especially if you made it small) it would be good to have two lifeboats - Jolly Mon style and Rowing boat - they could maybe be randomly picked each time you need to use one.<!--QuoteEnd--></div><!--QuoteEEnd-->
The problem with the rowboat still remains, that they don't have path files, or collision data, so they can't be used by the player to sail/row anywhere. They just crash the game.

Perhaps with the new tools from Akella, this problem can be solved.

I don't know, haven't looked at them yet.
 
<!--quoteo(post=235161:date=Feb 1 2008, 04:46 PM:name=Petros)--><div class='quotetop'>QUOTE (Petros @ Feb 1 2008, 04:46 PM) <a href="index.php?act=findpost&pid=235161"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec--><!--quoteo(post=235148:date=Feb 1 2008, 04:02 PM:name=Pieter Boelen)--><div class='quotetop'>QUOTE (Pieter Boelen @ Feb 1 2008, 04:02 PM) <a href="index.php?act=findpost&pid=235148"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Good point, Petros. However, what might have happened is that the "box size/collision detection" IS used, but the foremost point of it is taken to sea level as starting point for the wake. I imagine the game was never made for flying ships and therefore would be trying to draw a wake, even though the hull is not actually in the water. No need to despair just yet. Let's see what those new tools can do for us. <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" /><!--QuoteEnd--></div><!--QuoteEEnd-->
I wish that were true but I think it is more likely that the wake is hard coded and corresponds to previously defined ship models, lugger, schooner, frigate etc.

Adding any ship that deviates significantly from the defined, either in length, width, or shape will show and abnormal wake.

One experiment which might confirm this would be to try to get a small ship like a lugger into game identified as a larger ship, like say a MOW.
That is if we can do this without it crashing.

If it shows a MoWs wake, then we know it's hard coded.
...<!--QuoteEnd--></div><!--QuoteEEnd-->
<!--quoteo(post=235163:date=Feb 1 2008, 04:51 PM:name=Pieter Boelen)--><div class='quotetop'>QUOTE (Pieter Boelen @ Feb 1 2008, 04:51 PM) <a href="index.php?act=findpost&pid=235163"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->It would be hardcoded based on the ships_init entry code then, which means you could just stick the Manowar code onto a lugger, making sure to keep the ID on the original.<!--QuoteEnd--></div><!--QuoteEEnd-->

I moved this back over to here.

The experiment will be more difficult to set up.
Using refShip.id of the MoW means the ship selected is MoW
Using Lugger but with refShip.all = Mow only seems to change the sailing, and other stats.

To get the lugger to act MoW gm if it is hard coded, I'll have to replace a MoW gm with all Lugger parts and then sail it in game as Mow.
Does that make any sense?
 
Experiment over.
Just sailed the Battleship with all Lugger parts.
The wake produced was that of the Lugger so it does seem linked to the model and not the ship's ID in ships_init.

Now to see if modelers can use any of the new tools to fix abnormal bow wakes.
 
I performed your proposed test by replacing the Manowar1 GM files with the Lugger1 GM files without making ANY code changes at all. Behold the results:
<img src="http://www.s31clan.com/privateftps/pietersmods/others/manolugger.jpg" border="0" class="linked-image" />
What would you make of that? Bow wave looks good to me. <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />
 
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