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    Maelstrom New Horizons


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Ahoy, who wants to help me make some quests?

Looks good, Alan... <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/onya.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="onya.gif" />
 
Oh hey, I decided to use Peter Sellers' face for this shopkeep instead of Michael Caine's.
<img src="http://img78.photobucket.com/albums/v251/alan_smithee/Sellers.jpg" border="0" class="linked-image" />

Still have to try and get the room into the game. That's my next task.
 
Oh no, "Do yew have a `ly-sonce` for your minkeey?"

that's great Smithee, better than all of the movies you have directed.
<img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/par-ty.gif" style="vertical-align:middle" emoid=":cheers" border="0" alt="par-ty.gif" />
 
Ha ha, you got it Mings! you got the secret of me nom de guerre. Awesome.

As for my progress... crap. `kinda-sorta` halfway there. I have a previously locked door linked and labelled `vis-a`-vis my shop (it's the shack with the skull above it, across from the cemetary on Redmond), but when I enter the room, it's as if I'd just taken Fizzy Lifting Drinks (not a bad idea for another item to buy here)! My character is poised somewhere above the room, his head bumping against the ceiling, with some random, unhelpful goob walking around on the floor far below. I can only walk a pace or two in any direction... can't speak to the guy, or exit the door or anything. As well, the room's all bright, as if no day/night affects had been applied to it (the same weird deal I get when I spawn anywhere other than the tut deck as my new game location... though that goes away when I exit and `re-enter` the room. Not so here).

The only help a bug check gives me is says" resourcemodelslocationsinsideCuriositiesShopbackredmh_dd.gm: can't open geometry file". But that file doesn't exist anyway, and I don't believe anything refers to it. Do I need to hexedit something?

Also: Mings' Sellers quote made me want to add a custom greeting sound file just for my shopkeep. Anyone know how that is done?
 
Heh, I have two great sound bites so far: "Monsiuer... Don't try anything funnaaayyy with me." And even more appropriate, he's singing, "Sixteen men on a dead man's rum, yo ho ho and a bottle of the chest..."
 
<!--`QuoteBegin-alan_smithee`+--><div class='quotetop'>QUOTE(alan_smithee)</div><div class='quotemain'><!--QuoteEBegin--> My character is poised somewhere above the room, his head bumping against the ceiling, with some random, unhelpful goob walking around on the floor far below. I can only walk a pace or two in any direction... [/quote]Sounds like there's a weird "location" for the doorway. Could you go into the house before you decided to use it for your shop, or did you "unlock" it?

<!--`QuoteBegin-alan_smithee`+--><div class='quotetop'>QUOTE(alan_smithee)</div><div class='quotemain'><!--QuoteEBegin-->The only help a bug check gives me is says" resourcemodelslocationsinsideCuriositiesShopbackredmh_dd.gm: can't open geometry file". But that file doesn't exist anyway, and I don't believe anything refers to it. Do I need to hexedit something?[/quote]Is that a typo? There *is* a file called "redmh_d.gm" in PotCRESOURCEModelsLocationsInsideMediumHouseback...

<!--`QuoteBegin-alan_smithee`+--><div class='quotetop'>QUOTE(alan_smithee)</div><div class='quotemain'><!--QuoteEBegin-->Also: Mings' Sellers quote made me want to add a custom greeting sound file just for my shopkeep. Anyone know how that is done?[/quote]I did it for Fred Bob and Estrella (Armand's soundbyte was ingame and all I did was rename it to his name) - you need to put the soundbyte in the sounds folder, and call it from your character's profile.

For example:

<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->    makeref(ch,Characters[n]);      //Fred Bob by CatalinaThePirate

    ch.name  = "Fred";

    ch.lastname  = "Bob";

    ch.id  = "Fred Bob";

    ch.model    = "FredBob";

    ch.sex = "man";

    ch.loyality = 15;

    ch.alignment = "good";

    ch.sound_type = "seaman";

    ch.nation    = PIRATE;

    ch.location    = "";

    ch.location.group = "";

    ch.location.locator = "";

    ch.Dialog.Filename = "Fred Bob_dialog.c";

    ch.greeting = "Gr_FredBob";

    ch.rank  = 28;<!--c2--></div><!--ec2-->The line <span style='color:darkred'>ch.greeting = "Gr_FredBob";</span> is the line that calls the soundbyte. The soundbyte in the file is named simply "FredBob.wav" however you need the "Gr_" in front of it in the code so the game knows when to play it.

HTH, I've been having some trouble getting the game to recognize the soundbyte I want to use for the Sneaky Trader - not sure what is wrong, but if you're still having trouble with the sound, if I come up with a solution I'll post it here. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" />

Peter Sellers, I love it! HA! You should get the Mongol model and make him his faithful assistant Kato... <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/laugh.gif" style="vertical-align:middle" emoid="xD:" border="0" alt="laugh.gif" />
 
Thanks Cat, I'll give the greeting a try. I had searched my machine for where the sound bytes were kept but couldn't find them. And the location is one I unlocked... I'll have a try replacing an existing one, but I really want to use that house with the skull above the door, across from the cemetary. I don't see why the "location" for the door would affect what's "behind" it...

And that's the "back" folder I copied, for MediumHouse, as per Kieron's instructions.

Oh yeah, and I'l still thinking of items... Suppose you got a voodoo doll, either from this guy or a witch doctor, who I'll be sure to add: Exactly what could it do? Maybe just cause Silehard a bit of pain? Buy it and hand it to Henry the Beggar, for a little amusement?
 
Oh, and when I just played a second ago, here's some more error text I got that I didn't see the first time. It makes no sense to me, I'm afraid.

LoadLocation(ref loc) Curiosities Shop
LocationLoader: not loaded back model location.models.always.window, id = Curiosities Shop
LocLoadShips: Can't find Location.locators.ships in location: Curiosities Shop
Main character <Blaze> error teleportation by location: Curiosities Shop on locator: reload::reload1
ItemLogic: On load location Curiosities Shop
ItemLogic: found 0 buttons
 
That is such a great location, I hope you get it to work... I think it's really funny that it's right outside the church and the graveyard. There's even a broken down "sign" hanging outside, wonder if you could give that a "paint job"...

Looking at the above, I'd guess it's telling you there's something missing with that back window - maybe that there isn't one in the way you've designed the place. You haven't used the interior of the Medium House, yet it seems to be calling for it, so there is something somewhere that was not changed...

HTH... I don't know beans about this stuff, but I am good at puzzling things out. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" />

Love the idea about the voodoo doll, LOL! Maybe you can give it to one of those darned monks! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/laugh.gif" style="vertical-align:middle" emoid="xD:" border="0" alt="laugh.gif" />

Ah, and about those pesky soundfiles. For some reason I wasn't getting the soundfiles to work for my sneaky trader - the soundbytes were there, but the error message said the game couldn't find it. I looked at the path it was seeking, and realized the soundbytes were being looked for in Resourcesounds just that directory - no sub...

I put my soundfiles there, but they still didn't want to work - then I changed the name of the soundfile "Gr_st_eng" to "Gr_st_eng.wav" and then it worked!!!!!!!

I'm going to try to call the soundbytes from the correct directory by altering the character profile - I think that ought to work, too...
 
<b><!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->Originally posted by Alan Smithee
Oh yeah, and I'l still thinking of items... Suppose you got a voodoo doll, either from this guy or a witch doctor, who I'll be sure to add: Exactly what could it do? Maybe just cause Silehard a bit of pain? Buy it and hand it to Henry the Beggar, for a little amusement?<!--QuoteEnd--></div><!--QuoteEEnd--></b>

One of the versions of the Sims games, I think it was Livin' Large, had a Voo Doo Doll that you could have members of the household use on each other which was kind of fun, but like the whole game, got boring after a while.

Here's a handy little Voo Doo Doll you can use on your friends and family when you feel the inclination:

<a href="http://www.instantvoodoo.com/default.asp?flash=true&" target="_blank">http://www.instantvoodoo.com/default.asp?flash=true&</a>
 
Hmmm... It works for me, can you get to the site with the link?
Are you dragging the tools to the location that you want it to do something?
Did you name it?
Let me know and if it still isn't working, I'll try another route. Thanks <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/onya.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="onya.gif" />
 
Cap'n Archibald McNil,

You worked the Voo Doo on me! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/laugh.gif" style="vertical-align:middle" emoid="xD:" border="0" alt="laugh.gif" />

Sorry, I'm not a Witch Doctor, .... but I play one on TV!

<img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/par-ty.gif" style="vertical-align:middle" emoid=":cheers" border="0" alt="par-ty.gif" />
 
Speaking of hella creepy stuff, I'd like to do some new sails, for sale at my curiosities shop. Like, as if stitched together from human skin, with faces and everything. Real gory and `fearsome-like`, and a fine addition to any proper abbatoir of a pirate ship.

I imagine I could code it into his dialog, like with Viper's emblemed sails mod where you could get more sails from a shipyard owner. I have that mod, but it won't install over my altered Build 11 files... So has anyone got the individual files for it, or know of a way I can view or "unpack" a .potc file?
 
<!--QuoteBegin-alan_smithee+--><div class='quotetop'>QUOTE(alan_smithee)</div><div class='quotemain'><!--QuoteEBegin-->And that's the "back" folder I copied, for MediumHouse, as per Kieron's instructions.<!--QuoteEnd--></div><!--QuoteEEnd-->

you also have to change the reference you added to initredmond.c, some of the lines point to the "back" texture files, and you need to make sure the right filenames are in those lines.

also, if you enter the location and end up floating around, then you have chosen the wrong reload for entering the location. could it be that you've got the town's reload and the shop's reload the wrong way around? the shop's reload should be "reload1" i think.
 
<!--QuoteBegin-alan_smithee+--><div class='quotetop'>QUOTE(alan_smithee)</div><div class='quotemain'><!--QuoteEBegin-->Speaking of hella creepy stuff, I'd like to do some new sails, for sale at my curiosities shop. Like, as if stitched together from human skin, with faces and everything. Real gory and `fearsome-like`, and a fine addition to any proper abbatoir of a pirate ship.

I imagine I could code it into his dialog, like with Viper's emblemed sails mod where you could get more sails from a shipyard owner. I have that mod, but it won't install over my altered Build 11 files... So has anyone got the individual files for it, or know of a way I can view or "unpack" a .potc file?<!--QuoteEnd--></div><!--QuoteEEnd-->

i can help you do that! you'd just need to add a new sails type in battleinterface.c (or in a separate file procgetsailstexturedata.c, depending which mods you have/haven't installed), and simply not bother making it selectable from the select sails interface. when i've got my ship berthing mod released (first i have to adapt it to catalina's fred bob quest mod) everyone will have the same `sail-choosing` code and we can implement that.
 
Oh goody; I'll try out both your tips, K. Thanks. But then how do I implement new sails during the course of a dialog? Or would I have to bring up the little graphical interface (I dunno how to do that either)?
 
to change the player character's sails you simply have to set the character's <b>.Viper_SailsType</b> property.

you can see the existing sails types by looking at the function called <b>procGetSailTextureData()</b>; it will either be in battleinterface.c or in a separate file in the same directory called procGetSailTextureData.c. find the line <b>switch(tempViperSailsType)</b> - each of the <b>case</b>s that follow is a sails type.

you can see that, within each case, two strings are set: <b>nationFileName</b> which is the path of the texture of the emblemed sails, and <b>BI_objRetValue.normalTex</b>, which is the path of the texture of the plain sails. if you want to add your own sails type, just add a case within that switch statement (remember all cases have to end with a <b>break;</b>), before the <b>default:</b> case. for example you might add:

<b>case "alans_flesh_sails":
nationFileName = "shipsalans_flesh_sails_emblemed.tga";
BI_objRetValue.normalTex = "shipsalans_flesh_sails_noemblem.tga";
break;</b>

then to activate that sails type you would execute the following line in the dialogue file:

<b>pchar.Viper_SailsType = "alans_flesh_sails"</b>

this would <span style='color:red'>not</span> make the sails available from the F2 menu - they would only be activated when you executed that line of code in the dialogue. (if the user were to choose another set of sails from the F2 interface then they would have to run the dialogue again to get the flesh sails back).

if any of that is incomprehensible, just ask, i know i drivel on sometimes <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/happy.gif" style="vertical-align:middle" emoid="^_^" border="0" alt="happy.gif" />
 
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