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Feature Request Modify Flying Dutchman Cannon Sound and Davy Jones Start

KillPhil

Corsair
Storm Modder
Testing the Davy Jones Freeplay now.. did you know that the Dutchman fires silently at the moment? :pirate41: I already checked the cannons_init and sound_alias.. all fine there.. I also updated the .wav file and it has the same format as all other .wav files

And the start at cozumel is not that good imo.. you cant escape from the inner ring by worldmap and have to manouver through those rocks.. kinda difficult with a huge ship like the Dutchman

Anyway, if someone manages to get the cannonsound to work, here is a quickly made much better soundfile for those nasty cannons from the dutchman
 

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Meh... seems like my DAW does something to the wave file PotC doesnt like.. I can't find any difference between files that work and this but however, the original cannon sound I used from Cossacks works, so I'd say we just overwrite the file in the RESOURCE/Sound/Object/Shipcharge and then the Dutchman will be frightening again
 

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On which island is tia dalma located in the jack sparrow storyline?
 
On which island is tia dalma located in the jack sparrow storyline?
You meet her once on Cayman and again on Antigua. But she doesn't live on either of those. :no

If DMC is ever to be added, then we'd need a "Pelegostos" island and she could live on the other side from the cannibals.
And we'd need an Isla Cruces so @Jack Rackham's Jungle Church location can be placed there at long last.
But we don't have any of that yet.

What we do have are Isla Mona, Petit Tabac and Isla de Muerta.
Petit Tabac is used for the Silver Train sidequest and I think Isla Mona is "faked" to be where Jack Sparrow gets marooned.
 
Isla Mona is used for various things. "Assassin" uses it for the cannon sabotage mission. "Ardent" uses it for the Taino village (which doesn't exist outside that storyline). "Woodes Rogers" uses it for the Swedish colony. So free-play for Davy Jones could perhaps also use it, though you'd want to disable some reload locators to prevent Davy Jones from wandering into the fort or possibly the Swedish colony.

Having Davy Jones start on Cayman or Antigua makes sense for another reason. They feature in the "Elizabeth Shaw" side quest, in which you meet Davy Jones if you're not already playing him. (Is that side quest disabled if you're playing as Davy Jones?) Put Nathaniel Hawk in a ship nearby, then you get to play the encounter from the other side. xD
 
So free-play for Davy Jones could perhaps also use it, though you'd want to disable some reload locators to prevent Davy Jones from wandering into the fort or possibly the Swedish colony.
Free Play Davy Jones is cursed and cannot set foot ashore anyway. ;)

Is that side quest disabled if you're playing as Davy Jones?
No! :rofl

Though effectively ALL sidequests are disabled, since you cannot get ashore to start any of them. :wp
 
Literally any other Shore as Cozumel is ok. I'd go with Isla de Muerta. Since you dont have the special compass needed for it, you shouldnt see it anymore once you are in worldmap? That would be pretty nice because it indicates that you where offshore in the land of the dead (Like in PotC 3).
 
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Literally any other Shore as Cozumel is ok. I'd go with Isla de Muerta. Since you dont have the special compass needed for it, you shouldnt see it anymore once you are in worldmap? That would be pretty nice because it indicates that you where offshore in the land of the dead (Like in PotC 3).
Isla de Muerta literally doesn't exist unless you have the compass, which does complicate that a bit.
 
Why complicated? That would make the start perfect because you just start in the middle of the ocean.
 
Why complicated? That would make the start perfect because you just start in the middle of the ocean.
Complicated coding-wise. First I'd need to make sure that Isla da Muerta DOES exist when you're loaded there, then disappears straight after.
Should be possible in theory. But it probably wouldn't be a five-minute job to do it.
 
Isnt it possible to add the compass at the beginning and as soon as you enter worldmap it gets removed?
 
Isnt it possible to add the compass at the beginning and as soon as you enter worldmap it gets removed?
Probably. Have to make sure the island is initialized early enough though.
I don't know if that'll work properly or not. Would require some fiddling around, most likely.
 
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