• New Horizons on Maelstrom
    Maelstrom New Horizons


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Pre Build 13 Modpack

Jason--CCC wants to add potential 'revive' choices to the dialog, so I'd prefer if possible to keep using the dialog interface. But beside that, I'd much rather not implement a separate key for dialog, because that'd require messing with chr events, lai types, and a lot of stuff I don't know whether I'll need or not.
Much simpler just to leave dialog enabled on boarding--that way also we can write the ability for the captain to verbally surrender, and do other neat stuff like that. Plus tell your officers to leave on a middle deck if they get hurt too badly.
 
I'd like to see a way to give your officers items during a battle, like a better sword, or more potions... <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/yes.gif" style="vertical-align:middle" emoid=":yes" border="0" alt="yes.gif" />
 
<img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/buds.gif" style="vertical-align:middle" emoid=":drunk" border="0" alt="buds.gif" /> Ahoy Cat and welcome back. We have missed you. I was thinking about you today and I thought, "Wait until Cat gets back won't she be happy to see what the team has done."

Nathan, you can't have any interaction with your officers after boarding. Only in the cabin of your own vessel between boardings. I am very happy have the dialog enabled as the solution. As always I <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/bow.gif" style="vertical-align:middle" emoid=":bow" border="0" alt="bow.gif" /> to your expertise. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/me.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="me.gif" />
 
Jason: Heh, it was more an issue of my _non_ expertise in dialog-triggering; I figured it safer to just enable it, as well as the two-birds-one-stone part.
But thanks. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />

Looked it up and found a variety of checks to bAbordageStarted and IsBoardingProcess, I think I've found and disabled them all.

Regarding guns. I found the problem: what happens is not what I expected; the way the code works, no matter how many or few guns you need, it's processed as
1. Sell all current guns
2. Buy guns back.
Due to how the buy price is much greater than the sell price (unless you are at way high commerce skill + perks), the price to do that is steep.
I'll rewrite it so that happens only if you are changing caliber; if you're just repairing, we'll only charge for the new guns.

Edit: <b>Aw, *&(@&%(</b>
Turns out I'm already doing that. Argh! Wonder where the problem is then...
 
I can't seem to make the cannons interface not work properly...Jason, do you still have the problem, and if so can you send me a save?
 
<!--QuoteBegin-Jason+Jul 12 2005, 06:47 PM--><div class='quotetop'>QUOTE(Jason @ Jul 12 2005, 06:47 PM)</div><div class='quotemain'><!--QuoteEBegin--><img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/buds.gif" style="vertical-align:middle" emoid=":drunk" border="0" alt="buds.gif" />  Ahoy Cat and welcome back.  We have missed you.  I was thinking about you today and I thought,  "Wait until Cat gets back won't she be happy to see what the team has done." <div align="right">[snapback]123353[/snapback]</div><!--QuoteEnd--></div><!--QuoteEEnd-->
Thanks, Jason, and YES, I am really amazed at all the work that has been accomplished! You should all be commended for your <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/modding.gif" style="vertical-align:middle" emoid=":modding" border="0" alt="modding.gif" /> dedication <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/modding.gif" style="vertical-align:middle" emoid=":modding" border="0" alt="modding.gif" /> and <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/modding.gif" style="vertical-align:middle" emoid=":modding" border="0" alt="modding.gif" /> diligence <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/modding.gif" style="vertical-align:middle" emoid=":modding" border="0" alt="modding.gif" /> and bugtesting <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/modding.gif" style="vertical-align:middle" emoid=":modding" border="0" alt="modding.gif" /> and all! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/bow.gif" style="vertical-align:middle" emoid=":bow" border="0" alt="bow.gif" /> <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/yes.gif" style="vertical-align:middle" emoid=":yes" border="0" alt="yes.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" />

Excellent jobs, all! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/me.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="me.gif" />
 
RE corpses blocking your path and being targeted: Yes, that is a problem, but FAIK that procedures are engine/hardcoded. Basically it's the same as if ofiicers/citizens get in the way.

I already tried to find the pistol aiming procedure before, cause I'd like to determine targets myself and not shot the nextbest chr the engine chooses, but had no luck.

Pieter, a really weird bunch of dungeon bugs you have there. Haven't encounterd them yet myself, but will try again. That was all in Oxbay dungeon directly after starting a new game, right?
 
Nathan, AFIK the cannon interface is woking fine. Once you explained that you have to stay in caliber and type it seems to work fine. As with many technical problems the most common cause of failure is..... <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/modding.gif" style="vertical-align:middle" emoid=":modding" border="0" alt="modding.gif" />..... user error!

<img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/buds.gif" style="vertical-align:middle" emoid=":drunk" border="0" alt="buds.gif" />
 
I made a new version available again, including all Nathan's most recent work. Also included are a lot of female model locator fixes by High Sea Lass. For everyone already running last Monday's release, you can download the smaller update version, which excludes the resource files for the A&M Mod skins that were added last Monday. This saves about 3 MB in download size.

I will be testing the modpack later. It does seem to run on my installation, so I hope it also works for you guys and gals. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/me.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="me.gif" />
 
<!--QuoteBegin-NathanKell+Jul 12 2005, 10:11 PM--><div class='quotetop'>QUOTE(NathanKell @ Jul 12 2005, 10:11 PM)</div><div class='quotemain'><!--QuoteEBegin-->That doesn't slow it down, but writing the error when logging is on, does.
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Yeah. I found that out later. I put that in an edit, didn't I? Also explained why Jason wasn't having those troubles.

<!--QuoteBegin-NathanKell+Jul 12 2005, 10:11 PM--><div class='quotetop'>QUOTE(NathanKell @ Jul 12 2005, 10:11 PM)</div><div class='quotemain'><!--QuoteEBegin-->Corpse piles: Heh, yeah. They should be lying down, though, not sitting up. Did you copy over the LAi_Stunned.c file I posted? (that should alleviate some of the problem).
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The corpses themselves are lying down. But in the dungeons, enemies get regenerated after they are killed and it's the regenerated characters that are sometimes sitting up in half-dead state. Not sure if this is still in the most recent release though. Haven't tested it yet. Will do later.
<!--QuoteBegin-NathanKell+Jul 12 2005, 10:11 PM--><div class='quotetop'>QUOTE(NathanKell @ Jul 12 2005, 10:11 PM)</div><div class='quotemain'><!--QuoteEBegin-->Direction: The problem is once the character is dead, you can get pos and angle...I'll try to think of a solution, but I can't at the moment...
<div align="right">[snapback]123297[/snapback]</div><!--QuoteEnd--></div><!--QuoteEEnd-->
Never mind. Not important. At least they're not all pointed int he same direction anymore. It would be nice if you didn't see them disappear and reappear, but I guess that is just too much to ask right now. And not important either.

<!--QuoteBegin-NathanKell+Jul 12 2005, 10:11 PM--><div class='quotetop'>QUOTE(NathanKell @ Jul 12 2005, 10:11 PM)</div><div class='quotemain'><!--QuoteEBegin-->Re: loading. All corpses disappear? Or just the ones that haven't disappeared/reappeared-as-corpses?
Re: fightmode: dunno. I'd just suggest not saving while in fight mode--I don't know of a good solution to that...
<div align="right">[snapback]123297[/snapback]</div><!--QuoteEnd--></div><!--QuoteEEnd-->
I saved while standing in the middle of half a graveyard. I hadn't looted them yet. I was wanting to load the game again to make a screenshot, but when I loaded again, they were all gone. As for the fightmode: Not really important, but it might be nice if fightmode on/off would also be saved.

<!--QuoteBegin-NathanKell+Jul 12 2005, 10:11 PM--><div class='quotetop'>QUOTE(NathanKell @ Jul 12 2005, 10:11 PM)</div><div class='quotemain'><!--QuoteEBegin-->re: dying. I'll try to die and see what happens. If I don't get the crash I'll post, and could you send me a save of your situation?
<div align="right">[snapback]123297[/snapback]</div><!--QuoteEnd--></div><!--QuoteEEnd-->
It might be another error logging slowing down bug. I will try dying on purpose with and without error logging on and see what happens.

<!--QuoteBegin-NathanKell+Jul 12 2005, 10:11 PM--><div class='quotetop'>QUOTE(NathanKell @ Jul 12 2005, 10:11 PM)</div><div class='quotemain'><!--QuoteEBegin-->re: fighting amonst themselves. Please send me a save.
<div align="right">[snapback]123297[/snapback]</div><!--QuoteEnd--></div><!--QuoteEEnd-->
I don't have a save. I just saw it happen once. I will make a save in the case I encounter it again. I'm thinking this bug might have something to do with the rogue officer bug I reported a few days ago.

<!--QuoteBegin-NathanKell+Jul 12 2005, 10:11 PM--><div class='quotetop'>QUOTE(NathanKell @ Jul 12 2005, 10:11 PM)</div><div class='quotemain'><!--QuoteEBegin-->I will add a natives vs. mummies setting in BS.h; I will make it, and change SKELETONS setting, to be floats, so you can set a percentage chance rather than on/off.
<div align="right">[snapback]123297[/snapback]</div><!--QuoteEnd--></div><!--QuoteEEnd-->
Is that already in the most recent modpack? If so, I probably have missed it... <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />

<!--QuoteBegin-NathanKell+Jul 12 2005, 10:11 PM--><div class='quotetop'>QUOTE(NathanKell @ Jul 12 2005, 10:11 PM)</div><div class='quotemain'><!--QuoteEBegin-->Jason/Pieter re: loot dead on boarding. If dialog is not disabled on boarding (and I don't recall whether it is), then the enter button route for starting dialog will work.
I'll make sure dlg is enabled for boarding, and make sure that talk gets set as the log_active_action.
<div align="right">[snapback]123297[/snapback]</div><!--QuoteEnd--></div><!--QuoteEEnd-->
While you're at it, can you also please enable the transfer interface during boarding, so you can give new items to officers during boarding.
BTW: What would happen if you're trying to talk or transfer with a crew-member during boarding? Can you do that?

Some stuff I failed to report until now:
- In Build 12, all blades were invisible as items (they did work while being used as blades, but not when shown at locators). This has been fixed now, but the blades on locators do seem a bit transparent. Am I wrong there? <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />
- I don't recall seeing any guns on locators since Build 12. I reckon the bug that has been fixed for the blades hasn't been fixed for guns yet.
- The sandbug has got a nasty knack for looking blue instead of brown-like. Am I the only one with that bug?
 
<!--QuoteBegin-CouchcaptainCharles+Jul 13 2005, 11:50 AM--><div class='quotetop'>QUOTE(CouchcaptainCharles @ Jul 13 2005, 11:50 AM)</div><div class='quotemain'><!--QuoteEBegin-->RE corpses blocking your path and being targeted: Yes, that is a problem, but FAIK that procedures are engine/hardcoded. Basically it's the same as if ofiicers/citizens get in the way.
<div align="right">[snapback]123401[/snapback]</div><!--QuoteEnd--></div><!--QuoteEEnd-->
I was afraid so. Well... Then we'll just claim that it adds extra strategic value, because it creates a sort of wall. I recall you also said this. <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" />

<!--QuoteBegin-CouchcaptainCharles+Jul 13 2005, 11:50 AM--><div class='quotetop'>QUOTE(CouchcaptainCharles @ Jul 13 2005, 11:50 AM)</div><div class='quotemain'><!--QuoteEBegin-->I already tried to find the pistol aiming procedure before, cause I'd like to determine targets myself and not shot the nextbest chr the engine chooses, but had no luck.
<div align="right">[snapback]123401[/snapback]</div><!--QuoteEnd--></div><!--QuoteEEnd-->
Another shame, but never mind. If we can't do anything about it, so be it. It already is great fun as-is.

<!--QuoteBegin-CouchcaptainCharles+Jul 13 2005, 11:50 AM--><div class='quotetop'>QUOTE(CouchcaptainCharles @ Jul 13 2005, 11:50 AM)</div><div class='quotemain'><!--QuoteEBegin-->Pieter, a really weird bunch of dungeon bugs you have there. Haven't encounterd them yet myself, but will try again. That was all in Oxbay dungeon directly after starting a new game, right?
<div align="right">[snapback]123401[/snapback]</div><!--QuoteEnd--></div><!--QuoteEEnd-->
You can say that again. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/piratesing.gif" style="vertical-align:middle" emoid=":shock" border="0" alt="piratesing.gif" />
I don't know what has been fixed in the most recent release though. I will go and check what bugs I might encounter now that some stuff has been fixed.

BTW: About the character limit being reached during fighting in dungeons because of the corpses: If you loot all corpses lying around, shouldn't the avarage number of characters in the location remain the same? Then the character limit shouldn't be reached and the corpses should keep being generated while fighting. Right? <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />
 
Bugreport using the mod recent modpack:
- Dying works fine and smooth again. Even when having the error logging on. The same goes for opening the F2 --> Character screen.
- Dan_TG3 doesn't show a head when talking to
- Corpse mod works very fine indeed. See attached picture: After fighting a lot, you end up in half a grayard. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/dev.gif" style="vertical-align:middle" emoid=":d:" border="0" alt="dev.gif" />
- The collapsing animation is cut short when a character dies. I reckon this actually works quite well, because the regenerating of the corpse and the disappearing of the character looks less weird this way. I suppose this was one on purpose, right? If so: onya2
- Only problem with corpse mod: You can't walk through them (and they can be targeted). That is rather annoying. Dangerous even. Because you have to loot them to be able to continue and to loot them, you need to quit fightmode, then talk to them, then (if any enemies are still near) quickly enter the fightmode again to be able to block again with your saber. You can easily have died by then. Possible fix: Enable talking with fightmode turned on, so that you can loot them without having to put your sword away. If anyone can think of a better fix, that would be great. Because I'm afraid this would cause a lot of talking when you should be fighting. Like you're fighting some thugs, and a person just starts talking to you. Effect: Instant death.
- When PChar at level 25, enemies in dungeons receive bad qualities of good swords. Shouldn't they receive better qualities?
- When PChar at level 100, enemies all receive a good Bosun's Choice and sometimes a good Double-Shot pistol. Shouldn't there be more variation at that high level?

Well; that's all for today. See you guys 'n gals tomorrow again. And in the meantime: Good luck and enjoy yourselves. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/me.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="me.gif" />

Some error logs, in case it's good for anything:
<!--QuoteBegin-"error.log"+--><div class='quotetop'>QUOTE("error.log")</div><div class='quotemain'><!--QuoteEBegin-->-----------------------------------------------------------
Error summary
-----------------------------------------------------------
File ....: program\dialog.c
Line ....: 121
Type ....: RUNTIME ERROR
Error ...: Invalid function code in SetEventHandler
Count ...: 1 7
Status ..: File is newer as the file from build
           Local file : 2005.07.13 12:09:20
           Build file : 2003.11.11 15:36:50
           Local CRC  : 6bf3a2b4
           Build CRC  : 7e6b3f8f
-----------------------------------------------------------
File ....: program\seadogs.c
Line ....: 1673
Type ....: RUNTIME ERROR
Error ...: missed attribute: gun
Count ...: 1
Status ..: File is newer as the file from build
           Local file : 2005.07.13 12:11:14
           Build file : 2004.04.21 01:27:30
           Local CRC  : 418be484
           Build CRC  : fa627cc6
-----------------------------------------------------------
File ....: program\Loc_ai\types\LAi_stunned.c
Line ....: 98
Type ....: RUNTIME ERROR
Error ...: function 'LAi_Stunned_AwakenCharacter' stack error
Count ...: 1
Status ..: File is newer as the file from build
           Local file : 2005.07.13 12:06:14<!--QuoteEnd--></div><!--QuoteEEnd-->
 
<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" /> Pieter, I am going to try it out and will let you know what I find.
 
Thanks a lot Jason! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/me.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="me.gif" /> <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/yes.gif" style="vertical-align:middle" emoid=":yes" border="0" alt="yes.gif" /> <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/me.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="me.gif" />

Some things that could do with some testing: How well do lady models work? Can they sit? Do they show and use blade and gun properly? Do they have heads when talking to? Etc.
 
<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" />, Jason!

Pieter:
<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->The corpses themselves are lying down. But in the dungeons, enemies get regenerated after they are killed and it's the regenerated characters that are sometimes sitting up in half-dead state. Not sure if this is still in the most recent release though. Haven't tested it yet. Will do later.<!--QuoteEnd--></div><!--QuoteEEnd-->

I have this fixed at least theoretically: all generated fantoms will awaken themselves if stunned, when generated. But maybe it's being caused by something else, so maybe it's still there. I dunno.

<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->I saved while standing in the middle of half a graveyard. I hadn't looted them yet. I was wanting to load the game again to make a screenshot, but when I loaded again, they were all gone. As for the fightmode: Not really important, but it might be nice if fightmode on/off would also be saved.<!--QuoteEnd--></div><!--QuoteEEnd-->
I had thought that fightmode _was_ saved. Wait--were you saving and loading normally, or via quicksave/quickload?
Regarding corpses disappearing. Maybe there's something set in fantom characters where they don't reload? I'll check.

<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->Is that already in the most recent modpack? If so, I probably have missed it...<!--QuoteEnd--></div><!--QuoteEEnd-->
Nope. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/oops3.gif" style="vertical-align:middle" emoid=":eek:ops2" border="0" alt="oops3.gif" />
I'll do that today, I plain forgot about it yesterday transferring my list of stuff from post to the todo list.

<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->While you're at it, can you also please enable the transfer interface during boarding, so you can give new items to officers during boarding.<!--QuoteEnd--></div><!--QuoteEEnd-->
I'll check this--I didn't on quick runthrough see where it's disabled, so I was hoping that what I did for dialog would fix it too...

<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->- In Build 12, all blades were invisible as items (they did work while being used as blades, but not when shown at locators). This has been fixed now, but the blades on locators do seem a bit transparent. Am I wrong there?<!--QuoteEnd--></div><!--QuoteEEnd-->
They're set as non-transparent as I can in the shader, I think...
<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->- I don't recall seeing any guns on locators since Build 12. I reckon the bug that has been fixed for the blades hasn't been fixed for guns yet.<!--QuoteEnd--></div><!--QuoteEEnd-->
I had thought that guns didn't have an alpha channel, but I'll check.

<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->- The sandbag has got a nasty knack for looking blue instead of brown-like. Am I the only one with that bug?<!--QuoteEnd--></div><!--QuoteEEnd-->
Hmm, now that you mention it--yeah, I have it too. I bet it's because there's no alpha channel for it--we need to make a new sandbag model with new texture with the alpha solid black (or white, I forget) because blades do shininess via alpha.

<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->BTW: About the character limit being reached during fighting in dungeons because of the corpses: If you loot all corpses lying around, shouldn't the avarage number of characters in the location remain the same? Then the character limit shouldn't be reached and the corpses should keep being generated while fighting. Right?<!--QuoteEnd--></div><!--QuoteEEnd-->
Yeah. But genfantomfromme will only run once.
Basically, here's how I understand it:
There are X monsters generated.
When you kill one:
1. Instantly, genfantomfromme is called. If there are free lai char slots, a new monster is generated. If we're already at the limit, this fails.
2. 500ms later, the deady body disappears. This removes one character from the location. Then, a new fantomcharacter is created--the corpse.

Actually, I need to go back and change it so genfantomfromme runs after the dead char is removed, not before.
---------
The answer to your question is yes: as long as you keep looting characters, that removes them from locs and frees slots up for new ones.
-------
<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->Dan_TG3 doesn't show a head when talking to<!--QuoteEnd--></div><!--QuoteEEnd-->
Fixed, will send you head.

<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->- The collapsing animation is cut short when a character dies. I reckon this actually works quite well, because the regenerating of the corpse and the disappearing of the character looks less weird this way. I suppose this was one on purpose, right? If so: onya2<!--QuoteEnd--></div><!--QuoteEEnd-->
Yes. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />

Re: "It would be nice if you didn't see them disappear and reappear"--the fade in/out is I believe enginelevel, so the above was the best I could do, making the fade part of the death anim.
Wait a sec--characters don't fade when they teleport, just when they enter the scene. So I'll create the corpse at a far locator, and then teleport it on top. But that may look worse, actually. You know? I'll just leave it as is, unless you want me to try that.

Re: dialog, corpses being in the way. Good point--I don't know of a nice way to do this. Maybe we should go back to Jason's idea of a separate loot key.

I'll look at level-based equipment generation.
-------
Uh, one note. Can you post the error log itself, rather than the output from the modhelper? I find the log itself easier to read...
 
A new modpack update was made available from my page. High Sea Lass has been kind enough to provide me with extra webspace where I can store everything. I added three update files to my page, so you can just download what you need and not have to download a 6 MB file where a 0,5 MB file would suffice.
Full modpack still uploading [<span style='color:red'>Done</span>]. Updates already uploaded.

Stuff included:
- Character name changing in the interface (click character name in the F2 --> Character screen)
- Force dialog button ("O") useful for looting corpses while in fightmode and during boarding
- Pause button ("P") for pausing the game
- Skeleton defines changed in BS.h; you can now define the chance of encountering skeletons and mummies instead of smugglers and natives
- A whole bunch of new bugfixes
 
<!--QuoteBegin-NathanKell+Jul 13 2005, 10:31 PM--><div class='quotetop'>QUOTE(NathanKell @ Jul 13 2005, 10:31 PM)</div><div class='quotemain'><!--QuoteEBegin-->I have this fixed at least theoretically: all generated fantoms will awaken themselves if stunned, when generated. But maybe it's being caused by something else, so maybe it's still there. I dunno.
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That bug was in the previous release. I seems to be fixed now. Apart from not being able to walk through corpses and the corpses being targeted, the mod seems to be virtually bug-free. At least: Last time I encountered hardly any weirdness at all. Not sure what happens when I take an officer with me, like Catalina did... <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />

<!--QuoteBegin-NathanKell+Jul 13 2005, 10:31 PM--><div class='quotetop'>QUOTE(NathanKell @ Jul 13 2005, 10:31 PM)</div><div class='quotemain'><!--QuoteEBegin-->I had thought that fightmode _was_ saved. Wait--were you saving and loading normally, or via quicksave/quickload?
Regarding corpses disappearing. Maybe there's something set in fantom characters where they don't reload? I'll check.
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I was using regular save. Will go and test again. Might have been just a bit of weirdness that won't be repeated.

<!--QuoteBegin-NathanKell+Jul 13 2005, 10:31 PM--><div class='quotetop'>QUOTE(NathanKell @ Jul 13 2005, 10:31 PM)</div><div class='quotemain'><!--QuoteEBegin-->I'll check this--I didn't on quick runthrough see where it's disabled, so I was hoping that what I did for dialog would fix it too...
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It might already be changed. I haven't boarded any ships recently. Just been walking through towns.

<!--QuoteBegin-NathanKell+Jul 13 2005, 10:31 PM--><div class='quotetop'>QUOTE(NathanKell @ Jul 13 2005, 10:31 PM)</div><div class='quotemain'><!--QuoteEBegin-->Wait a sec--characters don't fade when they teleport, just when they enter the scene. So I'll create the corpse at a far locator, and then teleport it on top. But that may look worse, actually. You know? I'll just leave it as is, unless you want me to try that.
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It already works quite fine enough, so I'd say just leave it as-is. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/yes.gif" style="vertical-align:middle" emoid=":yes" border="0" alt="yes.gif" />

<!--QuoteBegin-NathanKell+Jul 13 2005, 10:31 PM--><div class='quotetop'>QUOTE(NathanKell @ Jul 13 2005, 10:31 PM)</div><div class='quotemain'><!--QuoteEBegin-->Uh, one note. Can you post the error log itself, rather than the output from the modhelper? I find the log itself easier to read...
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Ok. Will do next time. Only it was a bit large with the same error message being generated over and over again. I suppose I'll be adding it as attachment then.

BTW: Can I go and replace Clair Larousse with Claire Larousse? <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/rolleyes.gif" style="vertical-align:middle" emoid=":rolleyes:" border="0" alt="rolleyes.gif" />
 
<!--QuoteBegin-Pieter Boelen+Jul 14 2005, 02:40 PM--><div class='quotetop'>QUOTE(Pieter Boelen @ Jul 14 2005, 02:40 PM)</div><div class='quotemain'><!--QuoteEBegin-->A new modpack update was made available from my page. High Sea Lass has been kind enough to provide me with extra webspace where I can store everything. I added three update files to my page, so you can just download what you need and not have to download a 6 MB file where a 0,5 MB file would suffice.
Full modpack still uploading [<span style='color:red'>Done</span>]. Updates already uploaded.

Stuff included:
- Character name changing in the interface (click character name in the F2 --> Character screen)
- Force dialog button ("O") useful for looting corpses while in fightmode and during boarding
- Pause button ("P") for pausing the game
- Skeleton defines changed in BS.h; you can now define the chance of encountering skeletons and mummies instead of smugglers and natives
- A whole bunch of new bugfixes
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<img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/hi.gif" style="vertical-align:middle" emoid=":gday" border="0" alt="hi.gif" /> Ahoy Pieter,

I've found a problem with this last update: the time accellerator key "R" opens the charaters dialog menu instead of accellerate the time.

Bye,
Giulio
 
Pietr, Here is what I have so far.

1. I haven't seen any ladies sitting new or old.

2. They show blade and gun fine and use same well. And they look great. I think a couple of them might kick some serious Danille butt. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/duel_pa.gif" style="vertical-align:middle" emoid=":ixi" border="0" alt="duel_pa.gif" />

3. The next time I see one I will try to talk with her and check the head.

4. A problem with looting the dead during boarding invlves my crew. I generally play at level thirty five when I test. When a member of my crew dies the are carrying 1 fine Bosun's choice and 2 cutlasses. Since I have put nothing in the weapons locker they should be carrying 1 cutlass. I have found no exeptions to this. Other wise except for the walk through and pistol problems we are all talking about this is working fine.

<img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/danse1.gif" style="vertical-align:middle" emoid=":dance" border="0" alt="danse1.gif" /> Back to the game.
 
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