• New Horizons on Maelstrom
    Maelstrom New Horizons


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Build 14 Alpha 8.5

Thanks a lot. About the experimental mods: I added your unique-ization of Thomas' older soldier models versions (just in case we decide to use it at some point). But I'm missing the model files for the French one. Do you have those somewhere?

As for the experimental mods: The DirectSail modification by my is a matter of preference.
Not sure which version would be easier to understand by regular players.
The rest of the experimental mods is solely for the weapons system;
we need to find out whether the stock game system or the Ron Losey system work better or how to come to a better hybrid system of some kind.
So both the non-experimental and experimental versions would need testing for game balancing.
Preferrably by the same person so you can notice the differences.
Of course that person would need to have quite a bit of free time. <img src="style_emoticons/<#EMO_DIR#>/piratesing.gif" style="vertical-align:middle" emoid=":shock" border="0" alt="piratesing.gif" />
 
<!--quoteo(post=306075:date=Mar 11 2009, 03:19 PM:name=Pieter Boelen)--><div class='quotetop'>QUOTE (Pieter Boelen @ Mar 11 2009, 03:19 PM) <a href="index.php?act=findpost&pid=306075"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Thanks a lot. About the experimental mods: I added your unique-ization of Thomas' older soldier models versions (just in case we decide to use it at some point). But I'm missing the model files for the French one. Do you have those somewhere?<!--QuoteEnd--></div><!--QuoteEEnd-->
About the old Spanish Main Soldiers, I've got the first release made by Thomas and the French of course. What do you need exactly ? the gm files, the textures ? all the french soldiers ?
 
Yep; that's the one! If you can send it to me before Saturday, that'll be grand! <img src="style_emoticons/<#EMO_DIR#>/w00t.gif" style="vertical-align:middle" emoid=":woot" border="0" alt="w00t.gif" />
 
I've got an update to patch 2. Included a few changes, a few bugfixes. Check the LDH changes 11Mar09.txt file in the update.

Some dialog files got added or fixed. Weather is set to "Heavy Rain" in the tutorial, won't affect games not using the new weather system. Weather will be set back to blue sky if you're going through the tutorial, or will be randomized if you fix your ship, take more than 2 hours to sell your cargo, or stay overnight at the tavern.

When you divide the plunder, crew and officer pay owed gets set to zero. Yeah, it *might* be possible to cheat the crew out of some money, but that's their problem. You'll get deserters if you try.

You could go back to paying salary immediately by talking to an officer, but not on the salary screen where you had to wait a day. That's been fixed so the salary screen works the same way the officer dialog does.

Paying to raise morale for each ship used to cost a month's pay for your entire squadron. Now it only costs a month's pay for that ship.

Mutiny won't use ShipDeck1 which doesn't have boarding locators... uses ShipDeck4 instead. The money the mutineers carry has been fixed to be a portion of your money. You can get this back by killing mutineers. If your bosun kills them, the money is gone. Previously the money wasn't subtracted from your character and you could end up with 200 million. That's fixed.

Alias.c and sound.c have had the optimizations fixed.

Initmodels had some n++ inside the USECIIIMODELS switch when the models were intended to be used. I fixed two of these.

Reload.c has some traces for testing.

DailyCrewUpdate will now lower morale if a player has over 1,000,000 and isn't paying shares. There's a test there for characters this shouldn't happen to, needs to be implemented or updated for navy characters. The player has various options for hiding money or can simply pay to raise morale. Or he can sign articles, which is the intended result of this code. The effect is actually relatively minor and most players will probably never notice it.

Hook
 

Attachments

  • LDH_changes_11Mar09.zip
    126.2 KB · Views: 148
Thanks a lot, Hook! This sounds great! Again! <img src="style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" />
Oops about the USECIIIMODELS; I checked them all now and they should be good in your file. <img src="style_emoticons/<#EMO_DIR#>/me.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="me.gif" />
As for paying to increase the morale, do I understand correctly that even if you have more than one ship, you only need to pay for one?
Or can you pay for each ship seperately?
The Leaving_Oxbay_dialog.h dialog isn't required in Patch 2; instead of having the .h file here, the .c file was moved to the storyline dialog folder.
 
You always paid to raise morale on one ship. You just paid the full squadron amount. If you wanted to raise morale one more than one ship, you did it separately for each ship, and that hasn't changed.

During the tutorial, Malcolm tends to sit down when he's talking to you (in an invisible chair, yet) and sometimes your character sits to talk to him as well.

Hook
 
SITTING in the tutorial? Never seen that before! <img src="style_emoticons/<#EMO_DIR#>/piratesing.gif" style="vertical-align:middle" emoid=":shock" border="0" alt="piratesing.gif" />
Thanks for clarifying on the raise morale pay. <img src="style_emoticons/<#EMO_DIR#>/doff.gif" style="vertical-align:middle" emoid=":doff" border="0" alt="doff.gif" />
 
<img src="style_emoticons/<#EMO_DIR#>/hi.gif" style="vertical-align:middle" emoid=":gday" border="0" alt="hi.gif" /> ,

Whatever's causing the characters to sit is causing it in all quests.


System report:-
<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->Scanning modules\
Loading modules...
Loaded 0
Reset...
Initializing CORE...
Creating atoms space: 128
done
initializing complete
Initializing DirectX 8
Techniques: 9 shaders compiled.
Techniques: 180 techniques compiled.
Techniques: compiled by 607920904 ticks.
BeginScene
The method call is invalid For example, a method's parameter may have an invalid value
Warning: NPCharacter -> trace node not found
Can't load texture resource\textures\.tx
Can't load texture resource\textures\CHARACTERS\GLVHAND.TGA.tx
Can't load texture resource\textures\CHARACTERS\3205125B00.TGA.tx
Warning: NPCharacter -> trace node not found
Character animation: not set idle action: "Gov_LegOnLeg"
Character animation: not set idle action: "Gov_LegOnLeg"
Character animation: not set idle action: "Gov_think_2"
Character animation: not set idle action: "Gov_ObserveHands"
Character animation: not set idle action: "Gov_LegOnLeg"
Character animation: not set idle action: "Gov_ObserveHands"
Character animation: not set idle action: "Gov_LegOnLeg"
Character animation: not set idle action: "Gov_ObserveHands"
Character animation: not set idle action: "Gov_think_2"
Character animation: not set idle action: "Gov_ObserveHands"
Character animation: not set idle action: "Gov_ObserveHands"
Character animation: not set idle action: "Gov_Look_Around"
Character animation: not set idle action: "Gov_ObserveHands"
Character animation: not set idle action: "Gov_think_2"
Character animation: not set idle action: "Gov_ObserveHands"
Character animation: not set idle action: "Gov_ObserveHands"
Character animation: not set idle action: "Gov_ObserveHands"
Character animation: not set idle action: "Gov_think_2"
Character animation: not set idle action: "Gov_think_2"
Character animation: not set idle action: "Gov_ObserveHands"
Character animation: not set idle action: "Gov_LegOnLeg"
Character animation: not set idle action: "Gov_LegOnLeg"
Character animation: not set idle action: "Gov_ObserveHands"
Character animation: not set idle action: "Gov_think_1"
Character animation: not set idle action: "Gov_ObserveHands"
Character animation: not set idle action: "Gov_ObserveHands"
Character animation: not set idle action: "Gov_ObserveHands"
Character animation: not set idle action: "Gov_ObserveHands"
Character animation: not set idle action: "Gov_ObserveHands"
Character animation: not set idle action: "StandUp"
Character animation: not set idle action: "StandUp"
Character animation: not set idle action: "StandUp"
Character animation: not set idle action: "StandUp"
Character animation: not set idle action: "StandUp"
Character animation: not set idle action: "StandUp"
Character animation: not set idle action: "StandUp"
Character animation: not set idle action: "StandUp"
Character animation: not set idle action: "StandUp"
Character animation: not set idle action: "StandUp"
Character animation: not set idle action: "StandUp"
Character animation: not set idle action: "StandUp"
Character animation: not set idle action: "StandUp"
Character animation: not set idle action: "StandUp"
Character animation: not set idle action: "Gov_ObserveHands"
Character animation: not set idle action: "Gov_ObserveHands"
Character animation: not set idle action: "Gov_think_2"
Character animation: not set idle action: "Gov_think_1"
Character animation: not set idle action: "Gov_LegOnLeg"
Character animation: not set idle action: "Gov_think_2"
Character animation: not set idle action: "Gov_LegOnLeg"
Character animation: not set idle action: "Gov_LegOnLeg"
Character animation: not set idle action: "Gov_ObserveHands"
Character animation: not set idle action: "Gov_think_2"
Character animation: not set idle action: "Gov_ObserveHands"
Character animation: not set idle action: "Gov_ObserveHands"
Character animation: not set idle action: "Gov_LegOnLeg"
Character animation: not set idle action: "Gov_LegOnLeg"
Character animation: not set idle action: "Gov_ObserveHands"
Character animation: not set idle action: "Gov_think_2"
Character animation: not set idle action: "Gov_LegOnLeg"
Character animation: not set idle action: "Gov_think_1"
Character animation: not set idle action: "Gov_ObserveHands"
Character animation: not set idle action: "Gov_ObserveHands"
Character animation: not set idle action: "Gov_ObserveHands"
System exit and cleanup:
Mem state: User memory: 254  MSSystem: 64  Blocks: 4
Leak: 'Bad memory address' line 0, size 59
Leak: 'Bad memory address' line 0, size 75
Leak: 'Bad memory address' line 0, size 65
Leak: 'Bad memory address' line 0, size 55<!--c2--></div><!--ec2-->

I've shortened the list .....this is after the opening scene of Jack Sparrows storyline.
Hornblower gave the same report but the other storylines just had the sitting character thing with no report.

No error reports

<img src="style_emoticons/<#EMO_DIR#>/par-ty.gif" style="vertical-align:middle" emoid=":cheers" border="0" alt="par-ty.gif" />
damski.
 
So characters go SITTING AT RANDOM? W-T-F??? <img src="style_emoticons/<#EMO_DIR#>/modding.gif" style="vertical-align:middle" emoid=":modding" border="0" alt="modding.gif" />
 
What the hell?! Characters sitting out like that?... Must check that immediatly - I hope this isn't related to my modified Lai_actor.c !
 
That's indeed the only thing I can think of, but I haven't got a clue why that might happen. I did include your modified file though. <img src="style_emoticons/<#EMO_DIR#>/dunno.gif" style="vertical-align:middle" emoid=":shrug" border="0" alt="dunno.gif" />
 
Pff. I hadn't uploaded the correct file. Damn stupid of me, this one had an extra ';' on line 56. Should be removed.
...one more stupid error like that and I shall be removed of the modder group. <img src="style_emoticons/<#EMO_DIR#>/whippa.gif" style="vertical-align:middle" emoid=":whipa" border="0" alt="whippa.gif" />
 
That file was the cause but not to worry.....just a little mistake that's all <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />

Hell...I tried fixing the Jack Sparrow model for about five hours only to realise there wasn't anything wrong with it....only thing wrong was me testing the same wrong model each time <img src="style_emoticons/<#EMO_DIR#>/laugh.gif" style="vertical-align:middle" emoid="xD:" border="0" alt="laugh.gif" /> <img src="style_emoticons/<#EMO_DIR#>/boom.gif" style="vertical-align:middle" emoid=":boom" border="0" alt="boom.gif" />
 
Another thing, the reload bug after talking to Luc Merin appeared again (but no problem with the quantities of wares in the hold). Anyway, I think I already found a fix for it (I need to test more to confirm this). I will play my main quest and tomorrow evening, I will release some fixes.

To Pieter : Here's Rabel Chardon the French soldier.
 
Ok, I cant resist to get attached to the royal navy, so I may introduce a way for a regular captain, to "join in"... as a navy officer, to get uniforms, could be able to select from proposed officers, (including a red coat marine officer) training, and acquire proper ships, each after another. Not as a separated storyline, but as a way, to enlist himself with the navy. After that, maybe he could get missions also, etc.

Anyway, this belongs to brainstorming, the reason I posted here is this: while searched for possible navy and marine models, (and got amazed, how TONS of it present, I like it very mutch!) I clicked thru all character models, and found these facts in GM_wiever:

The Gipsy Captain in some of its versions missing its face(?) XD

Offic_hol_17.GM misses all textures,
Pirat12.GM misses all textures,
Pirat15.GM got his textures all-mixed up, looks like as someone wrapped him in circus posters... Hes face is around his shoulder.

Attention!
Skull.GM looks extremely tenacious.
We might need to inspect him 24 hours, until leaves port...
(good work)

And some of the models, for example the 19th century soldiers-navy, have windows paint like colours, and washed outlines, so not look as an uniform, but as a blue body-painted man, like a football supporter.
I dont want to hurt anyones feelings, but they cant be mention together with all other models ingame.

And wurmwoode.gm gives me the creeps..
(another fine work of art)
 
<!--quoteo(post=306140:date=Mar 11 2009, 10:43 PM:name=a simple virtual sailor)--><div class='quotetop'>QUOTE (a simple virtual sailor @ Mar 11 2009, 10:43 PM) <a href="index.php?act=findpost&pid=306140"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Pff. I hadn't uploaded the correct file. Damn stupid of me, this one had an extra ';' on line 56. Should be removed.
...one more stupid error like that and I shall be removed of the modder group. <img src="style_emoticons/<#EMO_DIR#>/whippa.gif" style="vertical-align:middle" emoid=":whipa" border="0" alt="whippa.gif" /><!--QuoteEnd--></div><!--QuoteEEnd-->Thanks for catching that one! And NO you're not going to be degraded just because you made a silly mistake. If we're going to do that to everyone, I'd be <i>banned</i> by now. <img src="style_emoticons/<#EMO_DIR#>/blush.gif" style="vertical-align:middle" emoid=":eek:ops" border="0" alt="blush.gif" />

<!--quoteo(post=306188:date=Mar 12 2009, 12:19 AM:name=bartolomeu o portugues)--><div class='quotetop'>QUOTE (bartolomeu o portugues @ Mar 12 2009, 12:19 AM) <a href="index.php?act=findpost&pid=306188"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Another thing, the reload bug after talking to Luc Merin appeared again (but no problem with the quantities of wares in the hold). Anyway, I think I already found a fix for it (I need to test more to confirm this). I will play my main quest and tomorrow evening, I will release some fixes.
To Pieter : Here's Rabel Chardon the French soldier.<!--QuoteEnd--></div><!--QuoteEEnd-->Thanks and thanks! <img src="style_emoticons/<#EMO_DIR#>/w00t.gif" style="vertical-align:middle" emoid=":woot" border="0" alt="w00t.gif" />
 
Thanks for checking! Thomas sent me the missing texture for pirat12 yesterday, so that one's solved.
For the others, I'll have to ask Thomas; I hope he does have the correct files.
I think pirat15 might have some confusion going between that model and the pirate Norrington one. Can't find it anymore now though.
I recall there was a double use of the pirat15 texture somewhere. Could you perhaps check?
Unfortunately my GM Viewer doesn't show textures on characters. <img src="style_emoticons/<#EMO_DIR#>/modding.gif" style="vertical-align:middle" emoid=":modding" border="0" alt="modding.gif" />

The 19th century soldiers are just the Spanish "Zorro-type" ones, right? And maybe the US soldiers too.
The Zorro one I just added because they existed and wanted to have some variety.
The USA ones were some of the earlier of Thomas' skins, but he isn't happy with them anymore, of course.
We just used them because we added the USA, but better skins would indeed be welcome. <img src="style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" />

What do you mean with gypsy captain missing his face? Portrait file?
 
If I select the proper directory of textures, GM viewer do show texture files. Maybe yours went broke somehow, but I just need to select the resource/textures/characters directory for the etxtures.
The gipsy captain has some versions, with a hat, where its face, only its face, is totally grey.

I will look at the pirate15 right away <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />

Yep, I talk about those who look like fat zorros.
At the past, there was very mutch crazy, or cartoonish looking skins, but in this build, I could found only these I mentioned.
Im still more, and more amazed with alpha8.5...

And with all the texturers, and the magnificant coding.

Edited:
GM shows, that
pirat15 uses a pirat15.tga,
and a capitan_capitan_capitan material. The material is used by pirat13 also, and no problem there.

I searched for the 'pirat15' texture. the 'CNORRINGTON.GM' also uses it, correctly.
 
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