• New Horizons on Maelstrom
    Maelstrom New Horizons


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Stable Build 13 Work In Progress

IncredibleHat: Actually, during the tutorial, it is impossible to fall through the pitfall. That transition is locked, just like all the doors that haven't been opened yet. And once you have been somewhere, and come out, the door is once again locked. Everything stays locked except whereever your mate has opened, and it locks again until the tutorial is over.

During the tutorial, you CAN walk over the pitfall, and you hear the 'arrrrrgh' sound, but you don't transition. That won't happen until tutorial is done. **grins**

Cap'n Drow
 
<!--quoteo(post=171898:date=Nov 16 2006, 12:24 PM:name=Black Bart)--><div class='quotetop'>QUOTE(Black Bart @ Nov 16 2006, 12:24 PM) [snapback]171898[/snapback]</div><div class='quotemain'><!--quotec-->
I'm still gobsmacked you've never tried 'realistic' sailing
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I've had "REALISTIC_SAILING" on ever since it was introduced, and had simply thought it overrode 'arcade', as being a leftover setting no longer really used in the options menu.

Heh.
 
With realistic sailing on you *will* move backwards if you're facing into the wind and have sails set. I've actually used this tactically occasionally.

A lot of the settings for the mods are there to allow players to tweak them to find a good value. That's why there's a setting on the luffing sounds, for example. When a mod is first made, it can only be tested so much by the original modder. He leaves the tweaks in so people can find the best value. It has a side effect of allowing people to find their own personal best value as well.

Sometimes the settings allow easier testing. For example, you might not like a lot of ships surrendering in battle, so set the global surrender scale low. Mine is set at 0.05. But if you're testing something in surrenders, it's usually easier to change BS.h than to change the code itself. I needed to test surrenders, so I set the scalar high for a while.

It eventually becomes a problem if you have a lot of personal settings you like and a new update comes out that would revert them back to default. Last time I counted, I had 60 changes in my BS.h and IS.h files from the "default" values. It's bad enough when the files are in the same format, but when the format changes, with some values moved between files, it becomes a nightmare. So I wrote a program to transfer your old values automatically to the new files. If people are interested, I'll point you to a link where you can find it. Perhaps if <i>certain modders</i> (hehe) used this, they wouldn't be so quick to change the values to their own preferences. <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />

I've even got mods in my own game that I'll probably never publilsh. For example, I've changed most instances of "loanshark" in my game to "moneylender" because those guys do a lot more than loansharking. But that would probably be confusing for most people. I've also reordered the morale descriptions to make more sense (to me). But I won't force these changes on the rest of the community. Even though the term "loan shark" didn't originate until 1900-1905, while "moneylender" was used by Shakespeare.

If I think something might be useful for the community, I'll publish it. If it's just my personal preference, it stays on my computer.

Hook
 
<!--quoteo(post=171885:date=Nov 16 2006, 04:20 PM:name=Black Bart)--><div class='quotetop'>QUOTE(Black Bart @ Nov 16 2006, 04:20 PM) [snapback]171885[/snapback]</div><div class='quotemain'><!--quotec-->
<!--quoteo(post=171867:date=Nov 16 2006, 03:27 PM:name=IncredibleHat)--><div class='quotetop'>QUOTE(IncredibleHat @ Nov 16 2006, 03:27 PM) [snapback]171867[/snapback]</div><div class='quotemain'><!--quotec-->
Forts:

Changing the behavior of the cannons on forts will negatively affect the behavior of cannons on ships, as its all the same code when fired. At least, thats the going jist.

To me: nothing is solid unless its built into the engine.

So, I personally think that the forts definitions of cannons have their 'upward arc' angle TOO HIGH, which allows them to aim upwards and shoot 2km away due to the new 'cannons physics' that were added a long long time ago.

But what do I know <img src="style_emoticons/<#EMO_DIR#>/wink.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink.gif" /> I have never messed with that code, or looked into how forts are setup.<!--QuoteEnd--></div><!--QuoteEEnd-->

Ah yes that would make sense - in terms of the distance vs angle of fire. Still IF forts are behaving exactly as ships do - then with the real cannons mod on shouldnt the angle of fire be much restricted? And also you dont see ships still trying to attack things over 2km away or even be able to hit a target at that distance?(even in stock game with huge possible angles of fire) Forts can do it know - without breaking a sweat, i think i've seen them fireing over 3km a few times? just seems wrong.
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Umm, correct me if I'm wrong: the forts are the only ships that use the long 42pd cannontype, right? So if we agree that the forts should not fire on ships at a ridiculous distance, why don't we reduce the range of the 42 pounders in cannons_init.c ? Reducing their muzzle speed(or whatever it's called) should reduce the range of forts, and only forts.
 
Hook: Don't know about anyone else, but I'd definitely be interested in any personal mods you've made, as well as tools you have available. I'd appreciate it immensely if you'd make such available to myself or the community at large. **grins**

Cap'n Drow
 
<!--quoteo(post=171929:date=Nov 16 2006, 11:13 AM:name=Hook)--><div class='quotetop'>QUOTE(Hook @ Nov 16 2006, 11:13 AM) [snapback]171929[/snapback]</div><div class='quotemain'><!--quotec-->
It eventually becomes a problem if you have a lot of personal settings you like and a new update comes out that would revert them back to default. Last time I counted, I had 60 changes in my BS.h and IS.h files from the "default" values. It's bad enough when the files are in the same format, but when the format changes, with some values moved between files, it becomes a nightmare. So I wrote a program to transfer your old values automatically to the new files. If people are interested, I'll point you to a link where you can find it. Perhaps if <i>certain modders</i> (hehe) used this, they wouldn't be so quick to change the values to their own preferences. <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />
<!--QuoteEnd--></div><!--QuoteEEnd-->
the more i toy around with the buildmod, the more i think about this certain thing. and its starting to worry me. for me its not only buildsettigns and internalsettings but also the controls file (pc_init? summat like that).

anyhoo, ive been thinking about using an editor that can compare textfiles, but that sounds not very efficient. i think your program can be very helpful.

i believe i like the way you think, and i bet you designed a very handy tool.

can i try it? can i? puuuleeeeaaaase?
 
<!--quoteo(post=171963:date=Nov 16 2006, 11:10 PM:name=Cap'n_Drow)--><div class='quotetop'>QUOTE(Cap'n_Drow @ Nov 16 2006, 11:10 PM) [snapback]171963[/snapback]</div><div class='quotemain'><!--quotec-->
Hook: Don't know about anyone else, but I'd definitely be interested in any personal mods you've made, as well as tools you have available. I'd appreciate it immensely if you'd make such available to myself or the community at large. **grins**

Cap'n Drow
<!--QuoteEnd--></div><!--QuoteEEnd-->

<!--quoteo(post=171963:date=Nov 16 2006, 11:10 PM:name=Cap'n_Drow)--><div class='quotetop'>QUOTE(Cap'n_Drow @ Nov 16 2006, 11:10 PM) [snapback]171963[/snapback]</div><div class='quotemain'><!--quotec-->
(ref hooks post) i believe i like the way you think, and i bet you designed a very handy tool.

can i try it? can i? puuuleeeeaaaase?<!--QuoteEnd--></div><!--QuoteEEnd-->

I've only got to see hooks efforts very recently but i completely follow these opinions expressed above. I've got a lot of time for your comments and code mr.hook - and a lot of respect for what you've managed to get this game to do. So at some point if you feel like it - please dont feel you'll be pushing you unwanted ideas on us - i'll be very happy to discuss anything you would care to talk about <img src="style_emoticons/<#EMO_DIR#>/yes.gif" style="vertical-align:middle" emoid=":yes" border="0" alt="yes.gif" />

In fact once build13 is out and we can all breath a little bit more - i'm going to be on the offensive design/idea wise , and i'm very interested in a couple of those things you mentioned - i'd been thinking along those lines also so that would be a good time to treat us <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />

<!--quoteo(post=171963:date=Nov 16 2006, 11:10 PM:name=Cap'n_Drow)--><div class='quotetop'>QUOTE(Cap'n_Drow @ Nov 16 2006, 11:10 PM) [snapback]171963[/snapback]</div><div class='quotemain'><!--quotec-->
Umm, correct me if I'm wrong: the forts are the only ships that use the long 42pd cannontype, right? So if we agree that the forts should not fire on ships at a ridiculous distance, why don't we reduce the range of the 42 pounders in cannons_init.c ? Reducing their muzzle speed(or whatever it's called) should reduce the range of forts, and only forts.<!--QuoteEnd--></div><!--QuoteEEnd-->

sounds good - sounds easy too?

<!--quoteo(post=171963:date=Nov 16 2006, 11:10 PM:name=Cap'n_Drow)--><div class='quotetop'>QUOTE(Cap'n_Drow @ Nov 16 2006, 11:10 PM) [snapback]171963[/snapback]</div><div class='quotemain'><!--quotec-->
I've had "REALISTIC_SAILING" on ever since it was introduced, and had simply thought it overrode 'arcade', as being a leftover setting no longer really used in the options menu.

Heh.<!--QuoteEnd--></div><!--QuoteEEnd-->

you know when you've been living in the code toooo long - you'd rather not use the manual in-game method! <img src="style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" />
give it a go asap - its a whole different kettle of fish as hook said. Having to work with the wind(or against!) adds quite a nice dimension to the battles...and plain sailing also.
 
The compare-tool hook wrote really isnt a compare tool like Winmerge (which ALL MODDERS should have installed)... it basically reads the H file like its a code file, assigns all the variables, then looks at the other H file, and then internally compares all variables values, then writes a NEW H file based off the one that should be used, but with all the values for variables that were in the old one.

Simple!

<img src="style_emoticons/<#EMO_DIR#>/biggrin.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin.gif" />

Did you follow that? OMG YOU DID ?!! CONGRATS!
 
that sounds extremely useful! me wants that!

but it cant be used for the controls file <img src="style_emoticons/<#EMO_DIR#>/sad.gif" style="vertical-align:middle" emoid=":(" border="0" alt="sad.gif" />

but hey, anyhoo, its verrry useful, just as i expected.
 
For the controls file, I suggested for build 13.1, that there be a third text file made up called "ControlDefaults.h". Works much like BS.h , but there is a define for each and every key setting, with the key setting after:

#define: CTRL_LANDWALKFORWARD "KEY_W"
#define: CTRL_LANDWALKBACKWARD "KEY_S"
etc
etc

That way setting your own defaults is all in one easier to scan file.

This would take a bit of work and to be tested, thus why I don't think it will make it in time for Final B13.
 
Here's the link to download the FixBS utility:

<a href="http://swankyplace.com/potcbugs/file_download.php?file_id=119&type=bug" target="_blank">http://swankyplace.com/potcbugs/file_downl...19&type=bug</a>

Hook
 
1) thanks, hook. btw, is that you on your avatar picture?
2) hat, i really hope this third-text-file-for-controls-thing gets in the build, rather sooner than later.

with all that changing stuff, you cant just save your files, and use them for later releases, so something to transport your preferences along will be needed, i believe.

but hey, what do i know?
i toy around with the build mod for how long? i think its 2 weeks now...
 
<!--quoteo(post=172067:date=Nov 17 2006, 09:50 AM:name=Gedscho)--><div class='quotetop'>QUOTE(Gedscho @ Nov 17 2006, 09:50 AM) [snapback]172067[/snapback]</div><div class='quotemain'><!--quotec-->1) thanks, hook. btw, is that you on your avatar picture?<!--QuoteEnd--></div><!--QuoteEEnd-->
That's me. Why would I put a pic of a guy that ugly up if it weren't me? Oh wait, what am I saying, this is a *pirate* site after all. <img src="style_emoticons/<#EMO_DIR#>/biggrin.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin.gif" />

The readme for that file isn't very good. I was hoping someone would rewrite it before I posted a link to it. Hey, at least the code works. Tech writing is not my forte.

Hook
 
Gedscho:

If you want to try it out, I uplaoded the three needed files to make it work to the FTP under my folder:

TIH/TIH_11-17_DefaultControlsFileMod_beta8.zip

I ran through it quickly in the game, and all my defaults seemed to work (when I deleted my "options" file in my PotC directory.

Its untested in a grand scale, so thats why I have not wanted to submit it to pieter for the build 13 final.

Try it out and let me know. It does not mess with BuildSettings.h or IS.h.
 
hook, you look like MR. Gibbs! <img src="style_emoticons/<#EMO_DIR#>/biggrin.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin.gif" />
 
<!--quoteo(post=172089:date=Nov 17 2006, 05:21 PM:name=morgan terror)--><div class='quotetop'>QUOTE(morgan terror @ Nov 17 2006, 05:21 PM) [snapback]172089[/snapback]</div><div class='quotemain'><!--quotec-->
hook, you look like MR. Gibbs! <img src="style_emoticons/<#EMO_DIR#>/biggrin.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin.gif" />
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um no he IS the guy from PotC - you know the one i mean. He usualy ends up as either a Doctor or a Carpenter in my game - hope you dont mind Hook? I could give you a more action orientated role if you like? <img src="style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" />
 
Ok, just reposted a new trial mod of that default controls thing (v2). This has the include of the defaults file, in the init_pc.c file itself (where it is used). This makes it not always be loaded in on seadogs.c, but rather included when the controls init segment is loaded.

Seems to work so far... but still a mod greatly untested and should _NOT_ be included in Build 13 final this weekend! (got that Pieter??? DO NOT INCLUDE IT heheheh).
 
<!--quoteo(post=171884:date=Nov 16 2006, 04:14 PM:name=Hook)--><div class='quotetop'>QUOTE(Hook @ Nov 16 2006, 04:14 PM) [snapback]171884[/snapback]</div><div class='quotemain'><!--quotec-->
Just because some modder likes a different setting is not sufficient reason to change it for everyone. Especially on things like the control keys. People coming over from the stock game will expect the controls to work the same. People who want the controls changed can change them. I *DAMN* sure do NOT want to use someone else's customized keyboard layout.
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What to do with the forward/backward movement keys? The originl default was left and right mouse button, which are just plain ridiculous key assignments as far as I'm concerned. I vote for a default of A and D or left and right arrow key, but NOT the left and right mouse button! <img src="style_emoticons/<#EMO_DIR#>/piratesing.gif" style="vertical-align:middle" emoid=":shock" border="0" alt="piratesing.gif" />

<!--quoteo(post=172052:date=Nov 17 2006, 03:21 PM:name=IncredibleHat)--><div class='quotetop'>QUOTE(IncredibleHat @ Nov 17 2006, 03:21 PM) [snapback]172052[/snapback]</div><div class='quotemain'><!--quotec-->
For the controls file, I suggested for build 13.1, that there be a third text file made up called "ControlDefaults.h". Works much like BS.h , but there is a define for each and every key setting, with the key setting after:
<!--QuoteEnd--></div><!--QuoteEEnd-->
Sounds like a good idea to me. If we can do this for Build 13, that'd be great. Otherwise we should include it in Build 13.1.

BTW: Has anyone ever though of putting BuildSettings.h and InternalSettings.h (and possibly the new ControlDefaults.h as well) into a separate folder, so they're not between the other code files? The thought just occurred to me and perhaps it's a good idea? <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />

<!--quoteo(post=172108:date=Nov 17 2006, 05:36 PM:name=morgan terror)--><div class='quotetop'>QUOTE(morgan terror @ Nov 17 2006, 05:36 PM) [snapback]172108[/snapback]</div><div class='quotemain'><!--quotec-->
wait, are we talking about the same gibbs here? i never saw a mister gibbs in the game.
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Kazeite did make a Mr. Gibbs skin for PotC, but I haven't yet come round to include him in Build 13. It'll have to wait for Build 13.1. <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />

<!--quoteo(post=172122:date=Nov 17 2006, 06:01 PM:name=IncredibleHat)--><div class='quotetop'>QUOTE(IncredibleHat @ Nov 17 2006, 06:01 PM) [snapback]172122[/snapback]</div><div class='quotemain'><!--quotec-->
Seems to work so far... but still a mod greatly untested and should _NOT_ be included in Build 13 final this weekend! (got that Pieter??? DO NOT INCLUDE IT heheheh).
<!--QuoteEnd--></div><!--QuoteEEnd-->
That's just MEAN! <img src="style_emoticons/<#EMO_DIR#>/whippa.gif" style="vertical-align:middle" emoid=":whipa" border="0" alt="whippa.gif" />
Build 13.1, then? <img src="style_emoticons/<#EMO_DIR#>/whistling.gif" style="vertical-align:middle" emoid=":wp" border="0" alt="whistling.gif" />
 
i'm gonna use that MR. Gibbs skin. <img src="style_emoticons/<#EMO_DIR#>/yes.gif" style="vertical-align:middle" emoid=":yes" border="0" alt="yes.gif" /> for some reason i just like the appearance of that character, as well as the Ralph Fawn skin. they just look like such friendly old blokes. <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />
 
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