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Released 20 gun privateer schooner

I've been trying to get this ship into POTC Myself, but every time I encounter/buy it, the game crashes. I think it might have to do with the fact that I am not using PDN1.ini, because I dont know where it goes. :shrug where should I put this file?
 
Uh oh, that's an AOP 'sailorspoints' file, not a POTC walk file. I'll convert it and sort out the required coding when I get the rest of the ship in-game.
For now, just remove the reference to 'PDN1.ini' in ships_init.c (change the line to read: refShip.Walk = ""; ), and see if that stops the crashing.
If not, clearly we have a problem, so fingers crossed... :urgh
 
Hmm, well here is the ships_init.c entry, I based it off the enterprise, and there doesnt seem to be any reference to the . ini file, unless
refShip.Name = "PDN1";
has anything to do with it? :shrug

//-------------------------------------------------------------------------
// PDN - Advanced Naval Schooner
//-------------------------------------------------------------------------
makeref(refShip,ShipsTypes[n]);
n++;
refShip.Name = "PDN1";
refShip.SName = "PDN";
refShip.id = refShip.Name;
refShip.Walk = "PDN_walk";
refShip.All = "Schooner1";
refShip.Class = 7;
refShip.Cannon = CANNON_TYPE_CARRONADE_LBS18;
refShip.MaxCaliber = 6;
refShip.Weight = Tonnes2CWT(600);
refShip.Capacity = 1800;
refShip.CannonsQuantity = 24;
refShip.Cannons.Borts.cannonf.qty = 0;
refShip.Cannons.Borts.cannonb.qty = 0;
refShip.MaxCrew = 130;
refShip.MinCrew = 18;
refShip.Price = 76000;
refShip.HP = 3500;
refShip.SP = 300;

refShip.BigPicTexName = "SHIPS3"; //Armada
refShip.BI.Tex = 10;
refShip.BI.Pic = 11;
refShip.QDeck = "ShipDeck1";
refShip.CannonsDeck = 0;
refShip.CargoHold = 1;
refShip.Cabin = "Cabin_small";
refShip.Flags.Mast2.Flag1 = FLAG_ENSIGN;
refShip.Flags.Mast3.Flag1 = FLAG_PENNANT;


//Period
refShip.period.0 = 0.0; //
refShip.period.1 = 0.0; //
refShip.period.2 = 0.0; //
refShip.period.3 = 0.0; //
refShip.period.4 = 0.0; //
refShip.period.5 = 1.0; //
//Nation
refShip.england = 0.0; //
refShip.france = 0.0; //
refShip.holland = 0.0; //
refShip.portugal = 0.0; //
refShip.pirate = 0.0; //
refShip.spain = 0.0; //
refship.america = 1.0; //

refShip.CanEncounter = true;
refShip.CanBuy = true;
refShip.Type.Trade = false;
refShip.Type.War = true;

refShip.WaterLine = 0.0;
refShip.SpeedDependWeight = 0.1;
refShip.SubSeaDependWeight = 1.0;

refShip.Height.Bombs.Y = 1.0; refShip.Height.Bombs.DY = 0.5;
refShip.Height.Grapes.Y = 2.0; refShip.Height.Grapes.DY = 1.0;
refShip.Height.Knippels.Y = 10.0; refShip.Height.Knippels.DY = 8.0;
refShip.Height.Balls.Y = 1.0; refShip.Height.Balls.DY = 0.5;


if (!bArcadeMode){
refShip.SpeedRate = 13.0;
refShip.TurnRate = 100;
refShip.InertiaAccelerationX = 2.5; refShip.InertiaBrakingX = 0.4;
refShip.InertiaAccelerationY = 2.0; refShip.InertiaBrakingY = 0.5;
refShip.InertiaAccelerationZ = 2.5; refShip.InertiaBrakingZ = 2.0;
}else{
refShip.SpeedRate = 15.5;
refShip.TurnRate = 45;
refship.InertiaAccelerationX = 5.0; refship.InertiaBrakingX = 5.0;
refship.InertiaAccelerationY = 4; refship.InertiaBrakingY = 4;
refship.InertiaAccelerationZ = 5.0; refship.InertiaBrakingZ = 5.0;


}
 
Hmm, well here is the ships_init.c entry, I based it off the enterprise, and there doesnt seem to be any reference to the . ini file, unless
refShip.Name = "PDN1";
has anything to do with it? :shrug
That should be the same as the name of the model folder and the main GM file. If it isn't, the game will certainly crash.

However, this is the likely culprit:
Code:
refShip.Walk			= "PDN_walk";
There is no 'PDN_Walk' file yet, so you need to either comment out the line, or remove 'PDN_Walk' from the quotation marks.
 
OK... new plan: I'll take a look at it tomorrow. It's getting too late here to make much sense of multiple lines of code... :wacko:
 
Er, so much for 'tomorrow'... :facepalm
I'll try to have a look at it today, but I have a mountain of stuff to do already, so we'll see how it goes.
 
Has anyone tried sailing this ship in COAS? I'm just curious for any feedback that might be useful for when it is finally ported into POTC
 
I haven't tried putting it in the game yet, but one thing I did notice when I was examining it in gmviewer was that the deck was visible underneath the gratings. Would it be possible to make the deck plain black where that occurs? The only other thing I saw was that it mounted two or so guns more than the historic broadside. (better to keep things light in that kind of vessel)

I have no idea if the stats you posted above are final or not, but I would recommend calling it a Hermaphrodite Brig or just "Prince de Neufchatel."

Other than that, I've completely run out of stuff to nitpick.

I'll see if I can get it to work in CoAS on Friday if nobody else replies. It'll be a nice change from my usual Hms Speedy.
 
yeah I know that there are probably more guns than historically accurate now, but I didnt when I made it, paying more attention to that sort of thing now (hence the discussion about the fwd gusn on my brig) well originally I had made planes underneath the gratings for that exact purpose, and I intended to texture them black later, but I gave armada the ship to polish a few things up because I couldnt get the file to load at the time. he also deleted interior faces and reduced the poly count a bit, and I think he might not have known what those were for so he deleted them :shrug this is the only one of my ships that has this problem though. right now I'm mainly just eager to sail the darn thing already :urgh
 
I'm anxious to find out what is causing the crash. This sounds similar to the problem the CastelF1 has.
 
any clues as to what that is? I just kind of assumed (and hoped) it was because I didnt know what I was doing when I tried to put all the files in the right place for POTC, and that something got mixed up there :shrug
 
yeah I know that there are probably more guns than historically accurate now, but I didnt when I made it, paying more attention to that sort of thing now (hence the discussion about the fwd gusn on my brig) well originally I had made planes underneath the gratings for that exact purpose, and I intended to texture them black later, but I gave armada the ship to polish a few things up because I couldnt get the file to load at the time. he also deleted interior faces and reduced the poly count a bit, and I think he might not have known what those were for so he deleted them :shrug this is the only one of my ships that has this problem though. right now I'm mainly just eager to sail the darn thing already :urgh
I don't recall deleting any planes like that, but I guess it's possible that I did. You should have told me sooner! :rolleyes:

I'm really sorry, but I haven't had time to figure out why your ship is crashing the game yet. I've had so much work to do lately. :facepalm
Hopefully the good news is that it's probably a code problem, not a model problem, because the ship did work when I tested it by replacing the US_Enterprise models.

EDIT: I did just notice one thing that may be the cause of the problem. [Not sure if this causes crashes, though.]
In your ships_init entry, the line 'refShip.SName = "PDN";' is not valid, because there is no name yet related to 'PDN'. That has to be defined in a separate file.
For now, replace "PDN" with "Enterprise" (which does work) and see if that helps.

Please also note that there is more to the conversion process than what you've done so far.
The ship needs an interface screenshot and the associated code work, for instance, which I'll need to sort out.
 
I think I have everything put into CoAS correctly except the PDN_walk.c file. Any Idea where that should go?
 
POTC walk.c files need to be converted to sailorpoints and put into COAS--->resource--->models--->ships--->sailorpoints. The convertor is on the FTP in the COAS files down at the bottom, and can do the conversion in 10 seconds.

How to tell the ship which sailorpoint to use is something I do not know.
 
is PDN1.ini the sailorpoints file? because I think I somehow missed that there was a walk file and I asked where PDN1.ini went for POTC and was told it had to be converted into a walk file.. :shrug (see the top of this page)
and thanks again Armada! The gratings aren't that big of a deal, no worries :onya and about the extra coding work, I noticed that there was no picture and alot was missing from the interface, but I could still buy the ship, the only problem was when I walked out the door of the shipyard (In view of the port) or somehow entered an area where the ship would be in view, the game would crash before loading finished.
 
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