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Need Help Copies of ships from the Pirates of the Caribbean

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Not unless the mast models can be made readable if someone re-exports them from Maya.

More weirdness - GM Viewer can read "flyingdutchman1_mast2.gm". It failed while TOOL was still open and had just said it couldn't read the file. When I pointed TOOL at something else, GM Viewer then successfully read "flyingdutchman1_mast2.gm". The same applies to "flyingdutchman1_mast3.gm". (No, the reverse doesn't work. Pointing GM Viewer at something else, or closing it entirely, does not make TOOL suddenly able to read those files - I tried.) So, "mast2" and "mast3" don't have flags in the new version either, but they do have plenty of "fal" locators.
 
No, the reverse doesn't work. Pointing GM Viewer at something else, or closing it entirely, does not make TOOL suddenly able to read those files - I tried.
I'd be VERY surprised if that had been the case!
GM Viewer and TOOL came from very different sources.
GM Viewer was made by the original game developers at Akella, while the TOOL was made by PA! forum member @Inez Dias.
 
All of them seem to need fixes in Maya.
Black Pearl: TOOL can't read "BlackPearl1_mast3.gm"
Flying Dutchman: TOOL can't read "flyingdutchman1_mast2.gm" or "flyingdutchman1_mast3.gm".
Queen Anne's Revenge: TOOL can't read "QAR1_mast3.gm".

@Armada: According to the General Guide to Locators:
In Build 14, EVERY set of flag locators MUST have an accompanying set of penn locators added, even though only one of them will appear in-game. Failure to do so will result in obstructive graphical glitches at sea!
Does this also apply if the ship's definition in "Ships_init.c" only has one flag defined, it's an ensign, and it's backed up by what looks like a line preventing pennants?
Code:
    refShip.Flags.Mast3.Flag1 = FLAG_ENSIGN;
   refShip.Flags.NoPennants = true;
TOOL won't read the existing PoTC version of "QueenAnnesRevenge_mast3.gm" either, so I don't know if it has any "PENN" locators. If not, and PoTC accepts it anyway, we might get away with using the new version of Queen Anne's Revenge after all...
 
@Armada: According to the General Guide to Locators:Does this also apply if the ship's definition in "Ships_init.c" only has one flag defined, it's an ensign, and it's backed up by what looks like a line preventing pennants?
Code:
    refShip.Flags.Mast3.Flag1 = FLAG_ENSIGN;
   refShip.Flags.NoPennants = true;
TOOL won't read the existing PoTC version of "QueenAnnesRevenge_mast3.gm" either, so I don't know if it has any "PENN" locators. If not, and PoTC accepts it anyway, we might get away with using the new version of Queen Anne's Revenge after all...
The "NoPennants" like does indeed bypass the need for "penn" locators on that particular ship.
It was added to the game back when not all ships had "penn" locators yet, so that allowed upgraded ships to function beside ones that didn't have them yet.

So indeed that should work as workaround. :onya
 
All of them seem to need fixes in Maya.
Black Pearl: TOOL can't read "BlackPearl1_mast3.gm"
Flying Dutchman: TOOL can't read "flyingdutchman1_mast2.gm" or "flyingdutchman1_mast3.gm".
Queen Anne's Revenge: TOOL can't read "QAR1_mast3.gm".

You do not open because of Windows. I made all these models in the tool.
 
You do not open because of Windows. I made all these models in the tool.
Indeed we've had problems with that in the past.
Some people can only open certain GM files with the TOOL, while other people can open far more of them!
The program is the same, so it's probably indeed something between Windows versions. :facepalm
 
I tried converting the Queen Anne's Revenge and it crashed the game. It seems PoTC is less forgiving of "Bad rope" errors than CoAS. Checking the resulting "system.log" and then searching again through all the model files, these seem to be the offenders:
  • Locator "fale150" in "QAR1.gm" has no corresponding "falb150" anywhere else. (PoTC doesn't recognise "fal" locators, so I had to rename this to "ropeb60150", and then I never found a "fale150" to go with it.)
  • Locators "ropee99911" and "ropee99811" are defined in all of "QAR1_rey_a12", "QAR1_rey_a13" and "QAR1_rey_a14", with no corresponding "ropeb99911" or "ropeb99811".
  • Locators "ropeb91111" and "ropeb91122" are defined in "QAR1_rey_b2" with no corresponding "ropee91111" or "ropee91122".
Some ships in PoTC produce "Bad rope" errors without crashing the game, so I hoped this one would get away with it as well. Apparently not. Also, "QueenAnnesRevenge" has some special significance in the game due to being used by Blackbeard, so I had to rename "QueenAnnesRevenge" to something else to keep the original safe, then rename "QAR1" to "QueenAnnesRevenge", and also rename all the "QAR1" files to match.
 
If it's not the "Bad rope" errors causing the crash then I don't know what is. There was a problem when I renamed "QueenAnnesRevenge" to "QAR1" in "Ships_init.c" to make it use the new one - Blackbeard is defined in "PROGRAM\Characters\init\CommonQuest.c" as having "QueenAnnesRevenge", so without that ship being defined by "Ships_init.c", the game tried to assign Blackbeard's cargo and crashed when it couldn't. Not knowing for sure if there's anything else which depends on "QueenAnnesRevenge" existing, I put "Ships_init.c" back the way it was, then renamed "QAR1" to "QueenAnnesRevenge", which at least allowed me to get as far as talking to Malcolm Hatcher. The game still crashes when I finish the introduction by trying to go ashore, which is the first point at which the game tries to display the ship model.

The usual cause of a "Bad rope" is when only one end is defined. I'm wondering whether the fact that "ropee99911" and "ropee99811" are defined three times is causing the crash.
 
C:\PROJECTS\DRIVE_V2\ENGINE\SOURCES\s_stack.cpp line 47
stack overflaw
I usually see lines referring to "C:\PROJECTS\DRIVE_V2" - rather a lot of them, in fact. The game continues anyway. This time there is just the one. Other than that, there are just the "Bad rope" lines.

In particular, if you're wondering if there are any lines indicating missing model files, there aren't. ;) Also, for completeness, "compile.log" shows nothing suspicious and "error.log" doesn't exist.
 
In particular, if you're wondering if there are any lines indicating missing model files, there aren't.
I was indeed curious about that; that's the most common model-related crash.

Other than that, maybe you can compare the size of the hull GM file between the original and new version?
If the new one is notably smaller, that's usually not a good sign and indicates that "collision data" was lost by editing with the TOOL.
 
Original: 8,187,731 bytes
New: 8,188,816 bytes.

Comparing other files shows the same - the new ones are about the same size as the older ones. I haven't checked "Properties" in detail on the whole lot, but a general overview of the folders shows the files to be similar in size.
 
I finally found out what was causing the crashes, and you're right, it wasn't "Bad rope". A lot of swapping files in and out of the active "QueenAnnesRevenge" folder nailed it down to "mast1.gm", which has a set of flag locators defined, but I hadn't made any use of a flag on mast 1 in "Ships_init.c". That, apparently, is enough to crash the game - once I added a "refShip.Flags.Mast1.Flag1" line and started a new game, it worked.

Though I've fixed most of the bad ropes, there are a bunch which I can't fix. "QueenAnnesRevenge_rey_a11.gm", "QueenAnnesRevenge_rey_a12.gm", "QueenAnnesRevenge_rey_a13.gm" and "QueenAnnesRevenge_rey_a14.gm" all have the same pair of locators. I've renamed them in all but "QueenAnnesRevenge_rey_a11.gm" so that each file has its own locators, but I can't get rid of them. Possibly because I'm using the "wrong" version of Windows, if I try the usual trick of saving locators to a text file, editing the file and reading it back, when I then try to save the file, TOOL crashes. It worked perfectly well for other files, just not those four.

The four "rey" files in question are to do with a rope construction at the lower corners of the mainsail and foresail:
qar_mainsail_set.jpg

It looks reasonable enough when the sail is set, and looks rather weird when the sail is furled, as if those were rigid poles rather than flexible ropes:
qar_mainsail_furled.jpg qar_odd_rig1.jpg qar_odd_rig2.jpg

But some people seem to like it for some reason because it appears on several other ships as well.

So, it will need someone with the "right" version of Windows to either get rid of the errant rope locators (they're probably not needed because there are already other ropes doing whatever "ropee99911", "ropee99811" and their equivalents in the other "rey" files were supposed to do. Also, can someone please edit "mast3.gm" to add a set of "penn" locators? Just duplicate the existing "flag" locators and change the group name of the duplicates to "penn".

Meanwhile, you can find what I've done so far here:
http://piratesahoy.bowengames.com/potc/Grey Roger/Queen Anne's Revenge.zip
 
@Layder, is that something you could do?
All that's needed is some small changes to the locators to avoid errors within PotC.
 
The four "rey" files in question are to do with a rope construction at the lower corners of the mainsail and foresail:
View attachment 30101

It looks reasonable enough when the sail is set, and looks rather weird when the sail is furled, as if those were rigid poles rather than flexible ropes:
View attachment 30100 View attachment 30102 View attachment 30103

But some people seem to like it for some reason because it appears on several other ships as well.

Let me explain to you why... but I'd rather show:
Your vaunted original:

But the version of the film:

And finally my option:


Can you reach such sails with other ropes?

Pieter Boelen what do you want me to do? Replaced the flag on the penn on the third mast?
 
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