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Need Help You want to help but can't code?

To spare myself of any trouble, I'm posting my current progress in finding the values. Can you check if it's ok and let me know if I should proceed with my work?
Looks good to me!
 
@Levis: do you need such detailed report about something like USE_REAL_CANNONS or DISCOVER_FAST_TRAVEL?
I think, @Mirsaneli could save himself some work by just reporting such defines as "used everywhere" :)
 
Yes, but if I understood well, Levis needs to know how often they are used.
I gather that he wants to get rid of those that are not used. From that point of view everything that can be found multiple times in 3+ files is not especially interesting.
But maybe he has some other plans for those statistics. :)
 
@Levis: do you need such detailed report about something like USE_REAL_CANNONS or DISCOVER_FAST_TRAVEL?
I think, @Mirsaneli could save himself some work by just reporting such defines as "used everywhere" :)
I don't need it always but more info is always better. And it saves me a lot of lookup work later.
 
No problem at all :)
 
(A few other similar posts have been made here before, so with heavy heart I'll transgress the letter of the title of this thread, hoping to stay true to its spirit...)

I'd like to help, and I think I could code. (I have the right mindset/training, and, as I've looked at the code in various PotC files, I found it quite accessible and understandable.) Could you suggest something not too major that I could help with for a start?

Oh, and I know Russian, so I can help with translation (e.g. of code comments, imported quests, etc.).
 
I believe @Mirsaneli almost finished that one? Anyway, first and foremost I'd like to get my hands bloodied with the code (flowing through the veins of the game!), so to speak. :duel:
Thus, if possible, I'd rather do something with a more heavy focus on actual coding than playtesting - so dialogs, or perhaps scripting, or maybe even interface, etc. I could try looking into making life harder for spies/infiltrators on land, or maybe even tackle the (lesser) false flag reform (as discussed in Modify "False Flag" Behaviour While Ashore ), for example. Or help you with something else.
 
So you don't know how to code, but you WANT TO LEARN?
We've got a relatively small job that needs doing that could be a nice start.
It is quite simple and straightforward, but it would help our main developers if they didn't need to do it.

Then what's the job?
- Make a copy of two existing model files
- Make a copy of their code so that we end up with two sets of identical models in the game
- Make the copied version use different portrait files that @Grey Roger has already made:

baptiste_256-jpg.25554
almeida256-jpg.25558


See here for more details: Included in Build - Additional Custom Character Portraits | Page 2 | PiratesAhoy!
 
Do you need to edit the actual model files? (Which, if they're the files I'm thinking of, i.e. the .gm files, would need to be done with a hex editor - not for the faint-hearted. ;))

I'd have thought that you'd need to copy and paste the entry for "9JdFra" in "initModels.c", change one to be a basic version of Jack Sparrow in French uniform minus all the storyline bits, and change the other to use the new face. But first you'd need to copy the three portraits to their respective folders and rename them to "face_<pick a number>.tga.tx", so that you have the correct file name to put in the "initModels.c" entry. And then you'd need to repeat the copying and pasting in "initModels.c" because there are versions for Jack in various types of armour. Both versions will presumably use the same model file, so they'll look identical in play; the only difference should be that if you're playing Jean-Baptiste du Casse, you get the new interface portrait instead of the generic Sparrow face.

You also need to check "pictures.ini" to make sure that "face_<pick a number>" has an entry for the 128x128 version and add one if it hasn't.
 
Do you need to edit the actual model files? (Which, if they're the files I'm thinking of, i.e. the .gm files, would need to be done with a hex editor - not for the faint-hearted. ;))
Not necessary, no. Because the model file itself can continue to refer to the original texture file.
Unless someone wants to make the model match with the portrait, but that isn't necessary now.

I'd have thought that you'd need to copy and paste the entry for "9JdFra" in "initModels.c", change one to be a basic version of Jack Sparrow in French uniform minus all the storyline bits, and change the other to use the new face. But first you'd need to copy the three portraits to their respective folders and rename them to "face_<pick a number>.tga.tx", so that you have the correct file name to put in the "initModels.c" entry. And then you'd need to repeat the copying and pasting in "initModels.c" because there are versions for Jack in various types of armour. Both versions will presumably use the same model file, so they'll look identical in play; the only difference should be that if you're playing Jean-Baptiste du Casse, you get the new interface portrait instead of the generic Sparrow face.
Pretty much. With the exception that you need to COPY the model files as the new portrait needs to be linked to a new model ID.
And the model ID is identical/shared with the model filename.

You also need to check "pictures.ini" to make sure that "face_<pick a number>" has an entry for the 128x128 version and add one if it hasn't.
True. Though there are still PLENTY of gaps left, so when filling up those gaps, that should not be an issue.
Still worth checking though. :yes
 
So is anybody interested in taking up this small task?
It would be much appreciated.
 
I've gone ahead and done the job myself, since I didn't hear anyone volunteering and it did need doing. :facepalm
 
I also expect to finish the apothecary quest tomorrow as its almost done already so I want to get it done. After that I need someone to go over the dialogs and quest book entries and check it for spelling etc.
English isn't my strongest point.
 
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