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Short Jack Gold's quest-writing work

Thanks for your fast reply SJG. Regarding the Travern escort missions. When you ask the tavern owner for any work the trader appered and when you talk to him You got a CTD. (That was in your last files)


Now with your latest files you talk to the Tavern owner for work your character just freezes and all you can do is Sidestep. As though you are in a dialog but with no dialog. (if you get me)

Thanks

Capitan matt

(I always pay my bills although that does remind me to pay my phone bill). Oopps!!! forgot about that one
 
Short Jack Gold: I have a small suggestion for your quest-writing. If at some points in dialogs you refer former stock islands which were renamed to have Caribbean names (like Jamaica - Redmond, Puerto Rico - Isla Muelle, for example), would you please not refer to them directly but use #s<potc_town_name># (for towns) or #sisland_<potc_island_name># (for islands) (example for Jamaica: #sRedmond#/#sisland_Redmond#, or Puerto Rico: #sIsla Muelle#/#sisland_Isla Muelle#). That would help to make game work correctly if someone would turn off real caribbean mod, as otherwise questtexts and dialogs would refer to islands and towns which "don't exist".

Secondly, it would be safer not to hardcode main character's name in *.h files but use GetMyFullName(PChar) in code instead, as well as write references to main character's sex also in code. Currently a name can be easily changed in Select storyline interface and in the future any character model will be possible for selection.

Thank you for your attention and I'd like to appologize for my dawdling and adding you more work.

pirate_kk

<!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro-->EDIT:<!--colorc--></span><!--/colorc--> corrections of some foolishness I had wrote. <img src="style_emoticons/<#EMO_DIR#>/modding.gif" style="vertical-align:middle" emoid=":modding" border="0" alt="modding.gif" />
 
That would indeed be better.
As far as character name is concerned, you can even change your name ingame though the F2>Character menu.

<!--quoteo(post=299126:date=Feb 2 2009, 06:26 PM:name=a simple virtual sailor)--><div class='quotetop'>QUOTE (a simple virtual sailor @ Feb 2 2009, 06:26 PM) <a href="index.php?act=findpost&pid=299126"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I'll personnally vote for having all members-forum-modders characters type in the Devlin Opera main quest<!--QuoteEnd--></div><!--QuoteEEnd-->At the moment there are members-forum-modders characters in the Jack Sparrow storyline as well. What do people think of that? Keep 'em or rename 'em?

<!--quoteo(post=299126:date=Feb 2 2009, 06:26 PM:name=a simple virtual sailor)--><div class='quotetop'>QUOTE (a simple virtual sailor @ Feb 2 2009, 06:26 PM) <a href="index.php?act=findpost&pid=299126"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->setting Quebradas Costillas as a standart main quest specific Pirate kingdom.<!--QuoteEnd--></div><!--QuoteEEnd-->What exactly do you mean by that?
Make the main quest start at QC by default? It does that if you select pirate as nation. <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />
 
<!--quoteo(post=299214:date=Feb 3 2009, 08:42 AM:name=pirate_kk)--><div class='quotetop'>QUOTE (pirate_kk @ Feb 3 2009, 08:42 AM) <a href="index.php?act=findpost&pid=299214"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Short Jack Gold: I have a small suggestion for your quest-writing. If at some points in dialogs you refer former stock islands which were renamed to have Caribbean names (like Jamaica - Redmond, Puerto Rico - Isla Muelle, for example), would you please not refer to them directly but use #s<potc_town_name># (for towns) or #s<potc_island_name>_island# (for islands) (example for Jamaica: #sRedmond#/#sRedmond_island#, or Puerto Rico: #sIsla Muelle#/#sIsla Muelle_island#). That would help to make game work correctly if someone would turn off real caribbean mod, as otherwise questtexts and dialogs would refer to islands and towns which "don't exist".<!--QuoteEnd--></div><!--QuoteEEnd-->I'm afraid I need some clarification here. <img src="style_emoticons/<#EMO_DIR#>/modding.gif" style="vertical-align:middle" emoid=":modding" border="0" alt="modding.gif" />
In StartStoryline and Storyline\Hornblower.c the program does not like: string loadPort = #sRedmond#/#sRedmond_port#
but seems to accept: string loadPort = #sRedmond#_port

However, in all cases I get a CTD and the error message: COMPILE ERROR - file: Storyline\Hornblower.c; line: 10
Undeclared identifier: #sRedmond#_port

I have tried several variations (not shown here) but in general #sRedmond#/#sRedmond_island# does not work.
 
I think the general idea is that you replace, say "Redmond" with "#sRedmond#" (if you're referring to the port) and "Redmond" with "#sRedmond_island#" (if you're referring to the island). This should be done in the <b>.h</b> files without using the <b>""</b>'s.

In your case, however, it would be a matter of a simple search-and-replace in all dialog files to replace "Jamaica" with "#sRedmond_island#" and "Port Royal" with "#sRedmond#".

If I understood everything correctly, that's the way it should work. You'll then keep the regular "Jamaica" and "Port Royale" references in the dialog file UNLESS the Real Caribbean mod is turned off, in which case you'd get "Redmond" instead.
 
<!--quoteo(post=299246:date=Feb 3 2009, 04:13 PM:name=Pieter Boelen)--><div class='quotetop'>QUOTE (Pieter Boelen @ Feb 3 2009, 04:13 PM) <a href="index.php?act=findpost&pid=299246"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I think the general idea is that you replace, say "Redmond" with "#sRedmond#" (if you're referring to the port) and "Redmond" with "#sRedmond_island#" (if you're referring to the island). This should be done in the <b>.h</b> files without using the <b>""</b>'s.

In your case, however, it would be a matter of a simple search-and-replace in all dialog files to replace "Jamaica" with "#sRedmond_island#" and "Port Royal" with "#sRedmond#".

If I understood everything correctly, that's the way it should work. You'll then keep the regular "Jamaica" and "Port Royale" references in the dialog file UNLESS the Real Caribbean mod is turned off, in which case you'd get "Redmond" instead.<!--QuoteEnd--></div><!--QuoteEEnd-->Thanks - that makes sense.
And for NEW towns - just leave them alone?
 
Yes, you can leave the new towns alone. After all, they don't have a stock game equivalent. <img src="style_emoticons/<#EMO_DIR#>/wink.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink.gif" />
 
O.K. So you're playing with my brain again (I KNOW!..... there's not much to play with <img src="style_emoticons/<#EMO_DIR#>/24.gif" style="vertical-align:middle" emoid=":rofl" border="0" alt="24.gif" /> )
#sOxbay_island# returns "" (nothing)
#sOxbay_port# returns "" (nothing)
#sOxbay# returns "Spieghtstown"

#sGreenford_port# returns "" (nothing)
#sGreenford# returns "Bridgetown"

So Oxbay and Greenford will work for the ports, but it would seem the Island name of Oxbay (i.e. Barbados) cannot be called.
<img src="style_emoticons/<#EMO_DIR#>/sad.gif" style="vertical-align:middle" emoid=":(" border="0" alt="sad.gif" />o)
#sOxbay#/#sOxbay_island# returns Spieghtstown
 
<!--quoteo(post=299222:date=Feb 3 2009, 10:01 AM:name=Pieter Boelen)--><div class='quotetop'>QUOTE (Pieter Boelen @ Feb 3 2009, 10:01 AM) <a href="index.php?act=findpost&pid=299222"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec--><!--quoteo(post=299126:date=Feb 2 2009, 06:26 PM:name=a simple virtual sailor)--><div class='quotetop'>QUOTE (a simple virtual sailor @ Feb 2 2009, 06:26 PM) <a href="index.php?act=findpost&pid=299126"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->setting Quebradas Costillas as a standart main quest specific Pirate kingdom.<!--QuoteEnd--></div><!--QuoteEEnd-->What exactly do you mean by that?
Make the main quest start at QC by default? It does that if you select pirate as nation. <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />
<!--QuoteEnd--></div><!--QuoteEEnd-->
I mean, no QC if you're not playing the standart main quest. (making QC a standart-main-quest specific location.)
 
To Short Jack Gold: That's odd. #sOxbay_island# is supposed to be working and should return Barbados. If it isn't working, I suppose Pirate_KK would need to look at that. I don't think #sOxbay_port# works in any case. You should use #sOxbay# there.

To a simple virtual sailor: We do have Charlestown on the island of QC now, which is also renamed to Nevis. So we could indeed make the pirate settlement of QC a standard main-quest only location, but keep the island accessible in the other storylines. But what would be the reason for that? If we do that, there'd be a dead end in the QC Nevis jungle in all other storylines unless we do some additional coding to completely change the Nevis jungle layout depending on the selected storyline. <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />

BTW: While we're on the subject of quests, how about SIDE quests? Right now, all side quests are available only in the standard storyline. Personally I think that all general side quests should be available in ALL storylines. A couple of side quests should not be available in all storylines though. For example, it makes no sense to have the Bartolomeu side quest in the Bartolomeu main quest or the Jackpot (Will/Elizabeth) and First Contact (Davy Jones) side quests in the Jack Sparrow storyline. UNLESS of course those PotC side quests are slightly rewritten to become an (optional?) part of the Jack Sparrow storyline.
In any case, quests added to PROGRAM\QUESTS\quests_common.c (I think) would be available in all storylines. I think we should make use of that. <img src="style_emoticons/<#EMO_DIR#>/w00t.gif" style="vertical-align:middle" emoid=":woot" border="0" alt="w00t.gif" />
 
<!--quoteo(post=299242:date=Feb 3 2009, 09:41 PM:name=Short Jack Gold)--><div class='quotetop'>QUOTE (Short Jack Gold @ Feb 3 2009, 09:41 PM) <a href="index.php?act=findpost&pid=299242"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->]I'm afraid I need some clarification here. <img src="style_emoticons/<#EMO_DIR#>/modding.gif" style="vertical-align:middle" emoid=":modding" border="0" alt="modding.gif" />
In StartStoryline and Storyline\Hornblower.c the program does not like: string loadPort = #sRedmond#/#sRedmond_port#
but seems to accept: string loadPort = #sRedmond#_port

However, in all cases I get a CTD and the error message: COMPILE ERROR - file: Storyline\Hornblower.c; line: 10
Undeclared identifier: #sRedmond#_port

I have tried several variations (not shown here) but in general #sRedmond#/#sRedmond_island# does not work.<!--QuoteEnd--></div><!--QuoteEEnd-->
Oh my, I wasn't clear enough: the only places where such substitutions should be made are dialog text files (*.h in PROGRAM\DIALOGS\<language>\ and PROGRAM\Storyline\<storyline>\DIALOGS\<language>) and quest texts (in RESOURCE\INI\TEXTS\<language>\QUESTBOOK & RESOURCE\INI\TEXTS\<language>\storyline\<storyline>), and <b>not</b> in code... All identifiers remains as original and whole trick is to make proper names show up during dialogs and in interface. Program recognizes #s<stock_town_name># as name for a town, #sisland_<stock_town_name># as island's name and that is <b>only</b> for stock islands/towns; all the rest should be referred to directly. Sentence like #sOxbay_port# won't be recognised unless specified explicite by Preprocessor_Add().

I'm terribly sorry.

pirate_kk

<!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro-->EDIT:<!--colorc--></span><!--/colorc--> another corrections because of my indolence
 
Should these substitutions also be made in dialog text .h files in PROGRAM\Storylines\<storyline>\DIALOGS\<language>? You don't mention that but I would imagine it should also apply there. <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />
 
<!--quoteo(post=299414:date=Feb 4 2009, 11:50 AM:name=Pieter Boelen)--><div class='quotetop'>QUOTE (Pieter Boelen @ Feb 4 2009, 11:50 AM) <a href="index.php?act=findpost&pid=299414"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Should these substitutions also be made in dialog text .h files in PROGRAM\Storylines\<storyline>\DIALOGS\<language>? You don't mention that but I would imagine it should also apply there. <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" /><!--QuoteEnd--></div><!--QuoteEEnd-->Yes, of course - I'm sorry, I forgot about it.

pirate_kk
 
O.K. sorted! <img src="style_emoticons/<#EMO_DIR#>/laugh.gif" style="vertical-align:middle" emoid="xD:" border="0" alt="laugh.gif" />

(For the benefit of others)
#sOxbay# returns Spieghtstown
#sisland_Oxbay# returns Barbados
#sRedmond# returns Port Royale
#sisland_Redmond# returns Jamaica

(goes off to a darkened room to lay down <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" /> )
 
Brilliant! <img src="style_emoticons/<#EMO_DIR#>/w00t.gif" style="vertical-align:middle" emoid=":woot" border="0" alt="w00t.gif" />
 
Let's not forgot this thread either. Especially not once the next Alpha is done with fixed and updated versions of the quests. <img src="style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" />
 
<!--quoteo(post=299169:date=Feb 2 2009, 06:57 PM:name=captian matt)--><div class='quotetop'>QUOTE (captian matt @ Feb 2 2009, 06:57 PM) <a href="index.php?act=findpost&pid=299169"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Thanks for your fast reply SJG. Regarding the Travern escort missions. When you ask the tavern owner for any work the trader appered and when you talk to him You got a CTD. (That was in your last files)


Now with your latest files you talk to the Tavern owner for work your character just freezes and all you can do is Sidestep. As though you are in a dialog but with no dialog. (if you get me)

Thanks

Capitan matt<!--QuoteEnd--></div><!--QuoteEEnd-->
I believe this one wasn't fixed yet. Here is what I found :

I got this error.log : <!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->RUNTIME ERROR - file: quests\quests_common.c; line: 1914
Missed array index
RUNTIME ERROR - file: quests\quests_common.c; line: 1915
Missed array index
RUNTIME ERROR - file: quests\quests_common.c; line: 1916
Missed array index<!--QuoteEnd--></div><!--QuoteEEnd-->
...which comes to the "prepare_for_convoy_quest", here is for example line 1914 : characters[getCharacterIndex("Quest trader")].model = "storeman";
If you're not playing the standard main quest, game seems to ignore who the hell is that 'Quest trader' character that need to appear. The reason is because he's only referenced in PROGRAM\Storyline\standard\characters\init\TempQuest.c(5750)

I suggest we move him to PROGRAM/Characters/init/CommonQuest.c
 
That sounds like a very good idea. <img src="style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" />
 
This is mainly for Pieter (but any brave souls running 14.8 could try it - backing up their originals first!!!)
I uploaded the latest Hornblower Quest to the ftp site.
[SJG 7 Zipped Hornblower 20Feb09 - it's the folder in the Short Jack Gold folder]

It is not finished as I would like some feedback on the storyline itself. (not being a Hornblower buff myself <img src="style_emoticons/<#EMO_DIR#>/readon.gif" style="vertical-align:middle" emoid=":mm" border="0" alt="readon.gif" /> )

I have used characters that appear in the novels, or who are historically accurate for the area.
However, I have squashed, squiggled and otherwise mangled the time scale, and some of the story. <img src="style_emoticons/<#EMO_DIR#>/slap.gif" style="vertical-align:middle" emoid=":slap" border="0" alt="slap.gif" />
(In my own defense, so did C. S. Forester, the author, by changing Hornblower's birth date.)
I am also constrained by what the program will allow me to do. (End of pity-me sob story <img src="style_emoticons/<#EMO_DIR#>/24.gif" style="vertical-align:middle" emoid=":rofl" border="0" alt="24.gif" /> ).

It is uploaded as Hornblower1 which is the Start File
and
Hornblower, which contains The main storyline folders (quest, dialog, characters, locations etc.) This can just replace the existing folder.
and
Resource, which contains the Hornblower Quest Book and character names.

I am still trying to finish off the Jack Sparrow story by clearing some of the quirks and bugs. <img src="style_emoticons/<#EMO_DIR#>/modding.gif" style="vertical-align:middle" emoid=":modding" border="0" alt="modding.gif" />

As an aside to the above - as direct sailing runs very well now, I have added sailing directions (e.g. set course WNW) which if followed will actually get the player to the required destination without having to refer to the map. <img src="style_emoticons/<#EMO_DIR#>/sailr.gif" style="vertical-align:middle" emoid=":sail" border="0" alt="sailr.gif" />
I never could remember where all the islands were! <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />
 
This sounds great, Short Jack Gold! I'll try them out later today. <img src="style_emoticons/<#EMO_DIR#>/w00t.gif" style="vertical-align:middle" emoid=":woot" border="0" alt="w00t.gif" />
 
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