• New Horizons on Maelstrom
    Maelstrom New Horizons


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Random location generator (experimental)

<!--QuoteBegin-NathanKell+Jul 6 2005, 09:43 PM--><div class='quotetop'>QUOTE(NathanKell @ Jul 6 2005, 09:43 PM)</div><div class='quotemain'><!--QuoteEBegin-->I can't really address the Photoshop-magic angle, but in terms of getting them used:
In each location define, the second line will be like this:
Locations[n].image = "loading\oxbay_port.tga"; // or whatever

Drop the new new_loading_screen_name.tga.tx into resource\textures\loading

and change the line to
Locations[n].image = "loading\new_loading_screen_name.tga";
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Aha. That will help. Now I'll only need to find out how to make loading screen textures. Anyone able to help? <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />

<!--QuoteBegin-High Sea Lass+Jul 6 2005, 11:35 PM--><div class='quotetop'>QUOTE(High Sea Lass @ Jul 6 2005, 11:35 PM)</div><div class='quotemain'><!--QuoteEBegin-->Ahem, that's <i>him</i> for me...  <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/razz.gif" style="vertical-align:middle" emoid=":razz" border="0" alt="razz.gif" />  Since I edit it to make it the nephew or son instead, heh.  <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/smile2.gif" style="vertical-align:middle" emoid=":))" border="0" alt="smile2.gif" />
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Ah! That's cool! I'm just wondering what would happen if you switch to a different gender model in mid-game. So you marry a pretty governor's daughter, then go to a tailor's shop and assign a female model to yourself. Then what would happen? Major weirdness! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/whistling.gif" style="vertical-align:middle" emoid=":wp" border="0" alt="whistling.gif" />

<!--QuoteBegin-CouchcaptainCharles+Jul 7 2005, 09:53 AM--><div class='quotetop'>QUOTE(CouchcaptainCharles @ Jul 7 2005, 09:53 AM)</div><div class='quotemain'><!--QuoteEBegin-->Absolutely right. While the fortencounters are basically finished the "Maltese Abbey" has no dialogs or quests yet. What I have in mind is that you join the Order undercover in order to steal their fabled treasures. They strip you of all worldly possessions and put you into novice garb <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/urgh.gif" style="vertical-align:middle" emoid=":urgh" border="0" alt="urgh.gif" />  If you misbehave you'll be put into the dungeon where fellow inmates (heretics, witches) may or may not help you escape to the crypt, where the graves contain the fabled treasures... or rather unpleasent surprises  <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/w00t.gif" style="vertical-align:middle" emoid=":woot" border="0" alt="w00t.gif" />  But I won't touch that mod again before autumn, or I'll loose my job for lack of sleep and attention.

The only thing you can do in the abbey at the moment is fight or escape those Maltese in order to find the secret entry to the crypt. Which contains a maze(templemodel ) with lots of treasurepoints and several passages to the other Oxbay dungeons.
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WOW! You really DO have some waaaaay cool mods in the works, don't you? I wished you had the time to finish them; I just CAN'T wait! Sounds really, really fun! <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 7 2005, 09:53 AM--><div class='quotetop'>QUOTE(CouchcaptainCharles @ Jul 7 2005, 09:53 AM)</div><div class='quotemain'><!--QuoteEBegin-->That is exactly my problem too. So i used the original loadingscreens where they looked neutral to me, or none at all. If that leads to confusion delete them like this:

Locations[n].image = "";

It would of course be most appreciated if someone is able and willing to make new screens. Converting a screenshot (maybe from First person view?) into a .tga might work. But maybe we should wait with that till the mod is properly finished, so that you can get some inspiration from the gameplay.
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You did the best you could with the loading screens. If I knew how to make new ones for you, I would. Unfortunately, I now do know how to make <i>something</i> show up, but it won't look like a normal loading screen, because I don't know about the fonts and layout and whatever.

<!--QuoteBegin-CouchcaptainCharles+Jul 7 2005, 09:53 AM--><div class='quotetop'>QUOTE(CouchcaptainCharles @ Jul 7 2005, 09:53 AM)</div><div class='quotemain'><!--QuoteEBegin-->A watersurface can FAIK put into every location by adding

Locations[n].environment.sea = "true";

to the locationdefinition. But the waterlevel is FAIK always the Y=0 plane (Inez? Alan? ) so that the effect depends on the floorheight of model.
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Ah! Blast! Would've been nice if we could raise or lower the waterlevel. Well; Not then. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/dunno.gif" style="vertical-align:middle" emoid=":shrug" border="0" alt="dunno.gif" />
 
<!--QuoteBegin-CouchcaptainCharles+Jul 7 2005, 03:53 PM--><div class='quotetop'>QUOTE(CouchcaptainCharles @ Jul 7 2005, 03:53 PM)</div><div class='quotemain'><!--QuoteEBegin-->It would of course be most appreciated if someone is able and willing to make new screens. Converting a screenshot (maybe from First person view?) into a .tga might work. But maybe we should wait with that till the mod is properly finished, so that you can get some inspiration from the gameplay.
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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" /> CCC

I've done a few for the A&M Mod (Eng translation) and would be happy to help.

With the look and feel of locations still changing, I agree that maybe it would be better to wait on the loading screens until the mod is closer to complete.
 
<!--QuoteBegin-Pieter Boelen+Jul 7 2005, 08:37 PM--><div class='quotetop'>QUOTE(Pieter Boelen @ Jul 7 2005, 08:37 PM)</div><div class='quotemain'><!--QuoteEBegin--><!--QuoteBegin-CouchcaptainCharles+Jul 7 2005, 09:53 AM--><div class='quotetop'>QUOTE(CouchcaptainCharles @ Jul 7 2005, 09:53 AM)</div><div class='quotemain'><!--QuoteEBegin-->A watersurface can FAIK put into every location by adding

Locations[n].environment.sea = "true";

to the locationdefinition. But the waterlevel is FAIK always the Y=0 plane (Inez? Alan? ) so that the effect depends on the floorheight of model.
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Ah! Blast! Would've been nice if we could raise or lower the waterlevel. Well; Not then. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/dunno.gif" style="vertical-align:middle" emoid=":shrug" border="0" alt="dunno.gif" />
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<!--QuoteEnd--></div><!--QuoteEEnd-->

I think what this means is that water could be present on the level you enter from the dock side only.

Once you begin to go up the stairs to the next level, there would be no water, which makes sense anyway.
 
Petros <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/hi.gif" style="vertical-align:middle" emoid=":gday" border="0" alt="hi.gif" /> , thanks a lot for your offer <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/me.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="me.gif" />

Found the reason why the door from Oxbay dungeon/sewer to the town (above the stair) doesn't work: I put an additional passage from the sewer to the Greenford abbey(one of the grates) into locations\init\oxbay.c like this:

<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->    Locations[n].reload.l1.name = "reloadc4";
    Locations[n].reload.l1.go = "greenford_m_undercroft";
    Locations[n].reload.l1.emerge = "reload2";<!--c2--></div><!--ec2-->
By using "l1" as locator number I disabled the original "l1" exitdefinition, which was the stairdoor <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/mybad.gif" style="vertical-align:middle" emoid=":facepalm" border="0" alt="mybad.gif" /> <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/mybad.gif" style="vertical-align:middle" emoid=":facepalm" border="0" alt="mybad.gif" /> <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/mybad.gif" style="vertical-align:middle" emoid=":facepalm" border="0" alt="mybad.gif" /> . Give the new door a distinct number:

<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->    Locations[n].reload.l12.name = "reloadc4";
    Locations[n].reload.l12.go = "greenford_m_undercroft";
    Locations[n].reload.l12.emerge = "reload2";<!--c2--></div><!--ec2-->and it should work again after starting a new game. Thanks for reporting that bug.

As for the reverse door from town to dungeon: Akella closed several doors in Oxbay during the tutorial and the starting quest (so that we don't loose our way or stray from the true path ). This is being done by this section in quests\quest_reactions.c :
<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->      Locations[FindLocation("Labirint_3")].reload.l28.disable = true;
     Locations[FindLocation("Oxbay_canyon")].reload.l3.disable = true;
     
     Locations[FindLocation("Oxbay_town")].reload.l2.disable = true;

     Locations[FindLocation("Oxbay_town")].reload.l55.disable = true;<!--c2--></div><!--ec2-->l55 is the stair to the dungeon. Outcomment this section and the doors are open (after "new game"):
<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->/* ccc open Oxbay locations
     Locations[FindLocation("Labirint_3")].reload.l28.disable = true;
     Locations[FindLocation("Oxbay_canyon")].reload.l3.disable = true;
     
     Locations[FindLocation("Oxbay_town")].reload.l2.disable = true;

     Locations[FindLocation("Oxbay_town")].reload.l55.disable = true;
*/<!--c2--></div><!--ec2-->
BTW, putting Locations[n].environment.sea = "true"; into the "sewer" definition floods the lower storey completely and lets you swim outside of the model <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/urgh.gif" style="vertical-align:middle" emoid=":urgh" border="0" alt="urgh.gif" /> <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/dunno.gif" style="vertical-align:middle" emoid=":shrug" border="0" alt="dunno.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" /> , CCC!
Wow, neat stuff re: Abbey!

Got a question for you: We found that one of locators in Greenford suburb pointed to Redmond Dungeon. Was it supposed to point to a new Greenfrod dungeon, or just be commented out?
(For now we have it commented out).

Re: waterlevel. We can probably export the location to WRL, move it up or down, and re-import to change the waterlevel.
 
<!--QuoteBegin-Pieter Boelen+Jul 7 2005, 01:37 PM--><div class='quotetop'>QUOTE(Pieter Boelen @ Jul 7 2005, 01:37 PM)</div><div class='quotemain'><!--QuoteEBegin--><!--QuoteBegin-High Sea Lass+Jul 6 2005, 11:35 PM--><div class='quotetop'>QUOTE(High Sea Lass @ Jul 6 2005, 11:35 PM)</div><div class='quotemain'><!--QuoteEBegin-->Ahem, that's <i>him</i> for me...  <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/razz.gif" style="vertical-align:middle" emoid=":razz" border="0" alt="razz.gif" />  Since I edit it to make it the nephew or son instead, heh.  <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/smile2.gif" style="vertical-align:middle" emoid=":))" border="0" alt="smile2.gif" /><div align="right">[snapback]121827[/snapback]</div><!--QuoteEnd--></div><!--QuoteEEnd-->
Ah! That's cool! I'm just wondering what would happen if you switch to a different gender model in mid-game. So you marry a pretty governor's daughter, then go to a tailor's shop and assign a female model to yourself. Then what would happen? Major weirdness! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/whistling.gif" style="vertical-align:middle" emoid=":wp" border="0" alt="whistling.gif" /><div align="right">[snapback]121957[/snapback]</div><!--QuoteEnd--></div><!--QuoteEEnd-->
You can already do that, silly. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/razz.gif" style="vertical-align:middle" emoid=":razz" border="0" alt="razz.gif" />

What you <i>will </i>be able to do is to marry a guy and then switch to a guy. That tend, for some odd reason, to stir up much more of a "weirdness" for people! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/dunno.gif" style="vertical-align:middle" emoid=":shrug" border="0" alt="dunno.gif" />

Anyway, that is only an issue for those who got an issue with this, uh, issue, eh, sort of... <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" /> <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/rolleyes.gif" style="vertical-align:middle" emoid=":rolleyes:" border="0" alt="rolleyes.gif" />

After all, if you're okay with going transgender the rest should not be a problem, right? <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/wink.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink.gif" />

This isn't Disney, is it? <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" /> <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/no.gif" style="vertical-align:middle" emoid=":no" border="0" alt="no.gif" />


And CCC - tip top work, as usual! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/wavarr.gif" style="vertical-align:middle" emoid=":warr" border="0" alt="wavarr.gif" />
 
<!--QuoteBegin-CouchcaptainCharles+Jul 7 2005, 12:53 AM--><div class='quotetop'>QUOTE(CouchcaptainCharles @ Jul 7 2005, 12:53 AM)</div><div class='quotemain'><!--QuoteEBegin-->What I have in mind is that you join the Order undercover...<!--QuoteEnd--></div><!--QuoteEEnd--><img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/w00t.gif" style="vertical-align:middle" emoid=":woot" border="0" alt="w00t.gif" /> Oh I LOVE this! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/danse1.gif" style="vertical-align:middle" emoid=":dance" border="0" alt="danse1.gif" />

Can't wait to see how this evolves! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/me.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="me.gif" />
 
Thanks for the fixes CCC!
BTW: I just found a possibly interesting line in quest_reaction.c:
Line 470: "Character_SetAbordageEnable(characterFromID("Barbossa"), false);"
If we set this to true, can we board the Black Pearl? That would be cool, to board the Black Pearl, fight the skeleton crew, then finally have to fight Barbossa himself. Of course you can't actually KILL them pirates, but you can knock them out. Then after you're done fighting, you can sink the ship or something like that. <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" />
 
Yup, that's what keeps it unboardable.
We'd need to add a special case to Lai_Boarding to choose skeleton models until I get modeltypes working.
 
If you can set special cases for boarding models, adding Animists to animist ships would be great as well. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/yes.gif" style="vertical-align:middle" emoid=":yes" border="0" alt="yes.gif" />
 
Heh, I've obsoleted myself.
Now that modeltypes does work (though you said there's a problem with the Oxbay sewers) I can just rewrite Boarding to use modeltypes calls, and check char.boardermodeltype, and assign that = "animists" to any animist chars.
 
<!--QuoteBegin-NathanKell+Jul 7 2005, 09:28 PM--><div class='quotetop'>QUOTE(NathanKell @ Jul 7 2005, 09:28 PM)</div><div class='quotemain'><!--QuoteEBegin-->Got a question for you: We found that one of locators in Greenford suburb pointed to Redmond Dungeon. Was it supposed to point to a new Greenfrod dungeon, or just be commented out?
(For now we have it commented out).
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This one?

Locations[n].reload.l99.name = "Door_12";
Locations[n].reload.l99.go = "Redmond_dungeon_2";
Locations[n].reload.l99.emerge = "Reload1";
Locations[n].reload.l99.autoreload = "0";
Locations[n].reload.l99.label = "Redmond.";

Sorry for that, it's a leftover from the Redmond loc I cloned <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/whistling.gif" style="vertical-align:middle" emoid=":wp" border="0" alt="whistling.gif" /> . Thanks for fixing that.
"Door_12" shall lead to the lower stair of a residence-type house with a few additional treasurespots in the furniture. The code for that is already in the same section further down

Locations[n].reload.l6.name = "Door_12";
Locations[n].reload.l6.go = "Greenford_suburbhouse14";
Locations[n].reload.l6.emerge = "Reload1";
Locations[n].reload.l6.autoreload = "0";

but my leftover overruled that.
 
<!--QuoteBegin-CouchcaptainCharles+Jul 10 2005, 12:51 PM--><div class='quotetop'>QUOTE(CouchcaptainCharles @ Jul 10 2005, 12:51 PM)</div><div class='quotemain'><!--QuoteEBegin-->but my leftover overruled that.
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Leftovers rules! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/danse1.gif" style="vertical-align:middle" emoid=":dance" border="0" alt="danse1.gif" /> <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/smile2.gif" style="vertical-align:middle" emoid=":))" border="0" alt="smile2.gif" />

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