• New Horizons on Maelstrom
    Maelstrom New Horizons


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Pre Build 13 Modpack

<img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/diomed.gif" style="vertical-align:middle" emoid=":dio" border="0" alt="diomed.gif" /> Ahoy,

Last 2 things for this morning.

1. I think the divide the plunder thing is really to a problem. Today I tired it again and it took a very, very long time didn't complete and kicked me out to my desktop after about five minutes.

Also, and this is very minor, that ship in the picture looks like it ihas been destroyed, is htat what careening looks like? Is there any interest in looking for a different image?

2. My ship started to burn as I was boarding and as before when I tried to put it out, all I had, unless I missed something was to press C and that uses a potion.

<img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/sailr.gif" style="vertical-align:middle" emoid=":sail" border="0" alt="sailr.gif" /> (sailing off into the sunset)
 
<!--QuoteBegin-Jason+Jul 10 2005, 09:03 PM--><div class='quotetop'>QUOTE(Jason @ Jul 10 2005, 09:03 PM)</div><div class='quotemain'><!--QuoteEBegin--><img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/diomed.gif" style="vertical-align:middle" emoid=":dio" border="0" alt="diomed.gif" />  Ahoy,
Also, and this is very minor, that ship in the picture looks like it ihas been destroyed, is htat what careening looks like?<!--QuoteEnd--></div><!--QuoteEEnd-->

That ship was destroyed and was part of a treasure quest (Voysey's quest).
We often limp back to port with few or no masts and severe hull damage, don't we?

That is why the Shipwright tells you:
"Captain, DO take better care of your vessel" <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/w00t.gif" style="vertical-align:middle" emoid=":woot" border="0" alt="w00t.gif" />

<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->Is there any interest in looking for a different image?
<div align="right">[snapback]122637[/snapback]</div><!--QuoteEnd--></div><!--QuoteEEnd-->

Why?
We're having fun here! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/william.gif" style="vertical-align:middle" emoid=":will" border="0" alt="william.gif" />
Roll with it! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/buds.gif" style="vertical-align:middle" emoid=":drunk" border="0" alt="buds.gif" />
 
Jason:
<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->One thing I noticed when playing Nathan's fix last nigt was that when I captured 6 merchant Capts and tried to ransom them they all had a gold value of 0. That had happend before but I thought you might wnat to check this out before you update the modpack.<!--QuoteEnd--></div><!--QuoteEEnd-->
Will check.

<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->My ship started to burn as I was boarding and as before when I tried to put it out, all I had, unless I missed something was to press C and that uses a potion.<!--QuoteEnd--></div><!--QuoteEEnd-->
ditto

<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->I think the divide the plunder thing is really to a problem. Today I tired it again and it took a very, very long time didn't complete and kicked me out to my desktop after about five minutes.<!--QuoteEnd--></div><!--QuoteEEnd-->
Ah, I have an idea for that: totally disabling itemtrade during DP. That should cut out most of the problem.

Re: picture. How about two pictures: the damaged one if you ship is less than, oh, 75% HP, and a 'good shape' one otherwise?
 
<img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/hi.gif" style="vertical-align:middle" emoid=":gday" border="0" alt="hi.gif" />

Ransom is definiely off. I tried several times in three different games and RIs.

I like the two pics idea for DP. That would be great if you could do it. I have some JPEGS of s ship being careened I could send to your email. If you want.
 
Oh, I think that is a good idea re: turning off item trading during DP. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/buds.gif" style="vertical-align:middle" emoid=":drunk" border="0" alt="buds.gif" />
 
Well, this is a laugh riot. Turns out I'd done that already.
Found the real culprit is store updates: 3/4 of a second per day for me.
(I did disable the ~12second IT update at the end, though, by putting off IT updates until you talk with each trader...)
 
Switched over from a lookup table to just rewriting the store.group attributes to be the town ID directly (why didn't I do this in the first place...)
Now store updates are nice and fast. The DP on the save you sent takes only about 5-10 seconds now at most! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/wavarr.gif" style="vertical-align:middle" emoid=":warr" border="0" alt="wavarr.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" />

That is great, NK.

Here a couple of new things I noticed today.

1. When you are trading items from your inventory and the traders start with an amt of gold base on their quality they keep bying things when they run out.

2. In the ship yard I notice that fixing the ship does not appear to adding back the guns destroyed in battle. In order to do that you have to go the install fresh guns and buy the whole enchildada so to speak. Is this intentional.

3. On the elusive ransom, I finally got 1 out six to show a ransom of 759. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/dunno.gif" style="vertical-align:middle" emoid=":shrug" border="0" alt="dunno.gif" />


That is all I have for now.
 
1. Must be a typo or something; I know I tried to make their buying money-dependent... will check.
2. If you look at the price for 'install fresh guns' it will be based on how many you need--if only 1 was destroyed, you'll only pay for 1. However, a nice arc-based interface would be a heck of a lot better. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />
3. Well, progress is progress. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/biggrin.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin.gif" /> I'll see what I can do, I just haven't gotten to it yet.

I'll post or otherwise get this update up soon; I just want to finish integrate CCC's corpses and fix a few more of those bugs.

<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! (And the other brave testors who wade through this. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/biggrin.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin.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" />

Of course I am sure you know I don't mean to rush you. I just offer info for you to get to when you can. Frankly, I don't what the we would do without you.

On 2. I am not sure it is working that way, if it is those are awfully expensive guns! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/smile2.gif" style="vertical-align:middle" emoid=":))" border="0" alt="smile2.gif" /> I will double check this the next I go to a shipyard. Also I am not sure if the max caliber on the ships status interface is limiting or desriptive. If it is a description it is working fine. If it is a limit, it is not. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/boom.gif" style="vertical-align:middle" emoid=":boom" border="0" alt="boom.gif" />
 
<img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/keith.gif" style="vertical-align:middle" emoid=":keith" border="0" alt="keith.gif" />

On the new guns, on 24# carronade on a xebec CT where max caliber is 12, cost 26,293.


<img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/w00t.gif" style="vertical-align:middle" emoid=":woot" border="0" alt="w00t.gif" />


You must feel like you a fighting off an overwhelming swarm of insects some time. <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" />
 
Heh, human flyswatter. :]
Not that I can complain--I'm usually the target as well as attacker. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/laugh.gif" style="vertical-align:middle" emoid="xD:" border="0" alt="laugh.gif" />

Thanks for the checks, and the kind words. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />

One note about guns, and caliber (if you don't already know it): the caliber of a carronade is half what it says, so if the limit is 12lb guns, you can put a 24lb carronade on.

Uh, two notes. The other is, the replace-only-broken-guns thing works -only- if you're buying exactly the same guns as you already have (I think; though it should work if not, too, just cost more...)
Anyway, I'll check it out.

Attached is the latest update. Reinit required...
* Fixed cheats
* Changed stores to not need to use the store.group lookup table (store.group will now just be town ID). So you need to reinit so store.group gets fixed (I also fixed reinit to reinit that).
* Itemtrade behavior on DP fixed; now all item traders will be turned off (as if you passed IT_STEPS_ON_UPDATE) and will not start updating until you talk to each one.
* Change UpdateAllItemTraders() to take an int; 0 is normal, 1 is clean _and_ give new; 2 is go through and disable all, to be ready for new when next you talk to one (used in DP).
* Changed CCC's ChangeTownNation to use townfort calls and be modeltypes compliant.
* Fixed trade quantity bug in itemstrade where on start sell mode the max qty is chosen even if > trader's money (so the money check only runs on change trade quantity). Now trader money is checked on click 'sell' too.
* Implemented CCC's corpses.
* Streamlined handling of SWAK etc. in LAi_Events.c
* Set stun, steal, stealth to float rather than bool, with the attribute value being the base chance of success. Handle luck modifier via chance *= GetAttackLuckMod(chr); CCCFunctions.c
* Handle stealing in LAi_AttemptSteal(attack, enemy, weapon) in CCCFunctions.c
* Placed all stun/corpse code in LAi_Stunned.c and StunnedType. Create LAi_StunCharacter() to handle stunning. Allow setting of itm.stun.duration for custom stun duration.
* Created LAi_PlayHitGFX to handle playing of weapon GFX. Redid weapon GFX system: supports type-specific (stun, steal, etc.) GFX as well as 'always' GFX. structure is (always or a type).FX.qty = num_of_effects; then effect0 through effect(qty-1) under *.FX, I.e. itm.always.fx.effect0 = "blast";
* Disabled death sound on removal of corpse.
* Disabled fires during boarding.
* Added another citizen category, Upper_Citizens.

Probably some more stuff I forgot to write down.
 
Great NK. I noticed it was early/very late when you uploaded this. Real life will intrude today, but I will start play testing it later today.

FYI in the version you sent me a couple of days ago the videos were disabled in the buiild settings.


Great Work. <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" />
 
The modpack has been updated again. Apart from adding in all Nathan's new fixes, I also added in a bunch of extra character skins (Mostly from the A&M Mod). I reckon these are the character skins that might be the most useful to have in the game. If you reckon any other, still unimplemented character skins should be added, please tell me which ones. You can view all <a href="http://pieter.piratesahoy.net/chars.htm" target="_blank">character skins</a> and all <a href="http://pieter.piratesahoy.net/potcmods.htm" target="_blank">character skins available in the modpack</a> from my page.
Please note: Because I added all those skins, the update is now rather large at 5,56 MB. Also: A lot of the new skins can't be bought from the tailor's shops yet because they don't have character portraits yet. I hope someone can make those.
BTW: I wrote descriptions for a lot of the newly added models. If anyone can come up with better ones, I will add those into the next modpack instead. My own are a bit... crappy-like... <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />

Known bug: Loading the F2 character screen takes a while. This is really annoying and I hope will be fixed as early as possible.

To Jason: The BuildSettings.h file in Nathan's update contains his own settings. In my most recent modpack, including Nathan's new update, the settings are still at default.

BTW: I also have a lot of additional ship skins from various sources that might be added in. This includes several English naval ship skins by Jack Sparrow Jr. Do we need more ship skins? If so, I will try to go and add them to the game as well. But how do you properly add ship skins to the game? Catalina had been having some difficulty with it recently, so imagine how much trouble I'll be having. Especially because all these skins are set to overwrite the original ones and I'm not wanting to overwrite anything. Just add new ones. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/piratesing.gif" style="vertical-align:middle" emoid=":shock" border="0" alt="piratesing.gif" />
Is there a way to have one model have a choice out of multiple textures? That would easier than adding multiple completely new ships. And it would save a lot of filesize. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/rolleyes.gif" style="vertical-align:middle" emoid=":rolleyes:" border="0" alt="rolleyes.gif" />
 
<img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/hi.gif" style="vertical-align:middle" emoid=":gday" border="0" alt="hi.gif" />

Nice work Pieter. We all appreciate it. On new ships, I for one really enjoy more variety in the look of both ships and characters. So if you can figure it out I think it would be great to add them.

<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" />
 
Wow, all my stuff already integrated? Thanks a lot. And great special hyperthanks for keeping even my outcommented experimental "skill learning" and "tools" code in. Makes it easier for me to switch to this download as new codebase and catch up with all the great developements I have missed. So I'll work on this from now on, which will make integration easier for you (no functions in poor situations.c anymore <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" /> )

Good idea to put parts of the SWAK code in seperate functions. That way it can be used for other features/ quests as well.


And making the new LAI_stunned type is a clean solution I thought about as well (only shied away from the task <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/whistling.gif" style="vertical-align:middle" emoid=":wp" border="0" alt="whistling.gif" /> ). There is only one thing which IMHO should be changed: you kept these animations
<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->    else // stunned
    {
 chr.actions.idle.i1 = "Ground_sitting"; //"Ground_sitting";
 chr.actions.idle.i2 = "Ground_sitting"; //"Ground_look_around";
 chr.actions.idle.i3 = "Ground_sitting"; //"Ground_Scratch";
 chr.actions.dead.d1 = "Ground_Death";
    }<!--c2--></div><!--ec2-->in there for the stunned people. Though you already deleted the scratching it would IMHO look more appropriate if knocked out chrs would lie flat on the ground instead of squatting like beggars. And FAIK the squatting doesn't work for women.
But I won't insist on this <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/no.gif" style="vertical-align:middle" emoid=":no" border="0" alt="no.gif" /> . Any further opinions on this matter?



Here is one errorreport I got upon embarking from FdF beach after Stormy Start:

<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->...
UnloadLocation(aref loc) Falaise_de_fleur_shore
ItemLogic: On unload location
ReloadEndFade
Load from location to sea sLoc = l2, x = 632.701,z = 647.002
sealogin loading island FalaiseDeFleur
Incorrect location id 'SetCharacterShipLocation' (location 'FalaiseDeFleur_port' not found)
Incorrect location id 'SetCharacterShipLocation' (location 'FalaiseDeFleur_port' not found)
Incorrect location id 'SetCharacterShipLocation' (location 'FalaiseDeFleur_port' not found)
Incorrect location id 'SetCharacterShipLocation' (location 'FalaiseDeFleur_port' not found)
Incorrect location id 'SetCharacterShipLocation' (location 'FalaiseDeFleur_port' not found)
Incorrect location id 'SetCharacterShipLocation' (location 'FalaiseDeFleur_port' not found)
added ships
Set tasks
ResetSoundScheme
AddSoundScheme: sea
...<!--c2--></div><!--ec2-->
Seems like some code tries to set ships to "Falaise_de_fleur_port" instead of "Falaise_de_fleur_port_01". Couldn't find "Falaise_de_fleur_port" in the program folder though. Is there some function that combines the strings islandname + "port" and hangs on the exception of FdF needing "port_01" ? (Had the same problem in coastraiders once upon a time)


Jason <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/hi.gif" style="vertical-align:middle" emoid=":gday" border="0" alt="hi.gif" /> bughunting is actually the most laborius part of modding, so special thanks to you and all the other playtesters <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" />
 
Now who's the one this modern age is too fast for--I sent the email before I saw this. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/laugh.gif" style="vertical-align:middle" emoid="xD:" border="0" alt="laugh.gif" />
So you'll be getting some duplicate stuff there then. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/happy.gif" style="vertical-align:middle" emoid="^_^" border="0" alt="happy.gif" />

About the anims: I'd rather keep that for stunned, and add a knockedout type (that behaves like a corpse except the chr isn't dead). Right now stunned is just for concussion (i.e. you can talk to them, they're still conscious), not out cold.
I.e. holding head in hands, looking confused--rather than unconscious.

Anyway, that was my thought.
{ Bwahaha, complexity! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" /> }

About FdF port: thanks for the headsup, I'll see what's doing it...
 
Pieter: neat work re: skins! <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" />

I'll check F2->char; hadn't noticed it yet myself.

Re: vidoes. Yeah, I keep them off for speed. Sorry...<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" />

Adding ships really isn't so hard (it's easier than it looks). There's a tutorial on the wiki (tutorials->PRS3 adding new ships). If they're just reskins, you copy the appropriate define, and rather than having all the refShip.(some_prs3_property) = something, you just have refShip.all = "ID of base ship";

On the resource side, you make a copy of the base ship's model folder, and rename it something (i.e. if frigate2 to frigate2_jsj_1), and then open it up and rename each model to match (i.e. frigate2_mast1.gm to frigate2_jsj_1_mast.gm)
Then you rename the texture to something that has the same number of letters, i.e. bortoutfrigate2.tga.tx[fn1] to bortoutfr2_jsj1.tga.tx (this is where texturer number comes in handy, it's shorter than a name, so it'd be bortoutfr2_XX_1.tga.tx where XX is the texturer number).

Then you hex-edit the base model (what's now frigate2_jsj_1.gm) to point to the new texture. If you don't have a hex editor there are a bunch of free ones that work well...
Open the file in the hex editor, find the string bortoutfrigate2.tga -- note there is no .tx! -- and change only those letters that are different in the new name. If the hex editor's good, rather than forcing you to type in the hexadecimal code, it will display the file in text form on the side, and you can type the new letters in there. Be sure you are overwriting the old text, not writing new...

(Note: you need a tool that will edit the file as data, not text, so notepad or another text editor won't cut it; as Cat points out UltraEdit is the exception, it has a built-in hex editor).

[fn1]Assuming that's the name of frigate2's texture... <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/happy.gif" style="vertical-align:middle" emoid="^_^" border="0" alt="happy.gif" />

There is no way in the STORM engine I know of to via script assign textures to objects, so each new texture must have a new GM.
However, GMs zip up very nicely...and solid RAR does even better.
 
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