• New Horizons on Maelstrom
    Maelstrom New Horizons


    Visit our website www.piratehorizons.com to quickly find download links for the newest versions of our New Horizons mods Beyond New Horizons and Maelstrom New Horizons!

Build 14 Alpha 8 WIP 1

The "fix" isn't too hard; the sound cases are missing from RESOURCE\INI\ALIASES\sound_alias.ini, so just put them back. Easiest way: Compare the Alpha 6 file with the Alpha 7 file using WinMerge, then put the missing cases back in.
 
<!--quoteo(post=238112:date=Feb 13 2008, 02:53 PM:name=Pieter Boelen)--><div class='quotetop'>QUOTE (Pieter Boelen @ Feb 13 2008, 02:53 PM) <a href="index.php?act=findpost&pid=238112"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->The "fix" isn't too hard; the sound cases are missing from RESOURCE\INI\ALIASES\sound_alias.ini, so just put them back. Easiest way: Compare the Alpha 6 file with the Alpha 7 file using WinMerge, then put the missing cases back in.<!--QuoteEnd--></div><!--QuoteEEnd-->

It still not working, I had what was missing in the sound_alias.ini and no change, anyone know another fix for this????


<b>Cheers,</b> <img src="style_emoticons/<#EMO_DIR#>/par-ty.gif" style="vertical-align:middle" emoid=":cheers" border="0" alt="par-ty.gif" />
 
I've being trying to enter this completly new, hostile world that Build 14 alpha 8 is, willing to test the new code for capturing cities. (As you may have guess, I didn't managed to get very far for the moment!). I have some questions :

- I cannot use sidesteps when I've my sword in hand. Is this intentionnal?
- How to add some other ships/character model into the advanced option menu? Because 90% of those model you can start with are, strangely, exactly those I would have never imagine to use one day (no seriously who's going to start as Fatman by exemple?...).
- I've been trying the camera_angle feature and I'm not convinced, it didn't seemed to work as explained : 'the higher the value, the wider the angle'. (I don't care too much anyway because on my game I'm going to add my own code, that I still prefer)


Now, I know the choose_your_character menu will shortly be reworked, but would it be possible to mix in one place all the choose_your_starting _location related things? Like this :
'Tutorial' -> the starting town will depend on your flag, as it is right now
'(whatever you want)' -> what you can currently do when chosing your own flag, it shouldn't depend on your flag at all.
'Stormy Start' -> that way it wouldn't be triggered via dialog as it is currently.

And in the future it could be good to be able to chose your starting relations with all nations, or maybe just adapting them on the flag you start with - to avoid starting in a French town being hostile to France, as it have been until now due to the stock PotC main quest. (That when you don't chose random starting relations of course.)
 
I noticed some things with sidestep as well. Not entirely sure about that. Maximus did some work trying to add some collision detection. He managed partly: You can no longer sidestep through other characters, nor, apparently, over locators.

In theory you should have ALL character models available in the Advanced Options menu. That's the original intent anyway. But I think the whole "selecting starting ship and character models in the Advanced Options menu" is a bit messed up anyway. I reset that to the Build 13 #defines in my game version. Much simpler. <img src="style_emoticons/<#EMO_DIR#>/dev.gif" style="vertical-align:middle" emoid=":d:" border="0" alt="dev.gif" />

What we're trying to do now (I think <img src="style_emoticons/<#EMO_DIR#>/mybad.gif" style="vertical-align:middle" emoid=":facepalm" border="0" alt="mybad.gif" /> ) is to have the Nathaniel Hawk quest as tutorial quest where the tutorial town depends on the selected nation. For all other quests, there doesn't need to be a tutorial and it will start wherever the quest writer wants it to. Then there is the "Customize Character" screen that hasn't yet been made which should allow you to define everything you want for your character, including model, name, ship, ship name, starting location, profession, period and, if the cheatmode is on, also starting level, money and wealth.
 
I'm pretty sure this question has been asked before and the answer already laid out somewhere, but I am curious... what's the goal for the Build 14 Final? Where's the stopping point when we say "Ok, this is the B14Final and now were moving into B15A1". Is is after we've added all the PotC ships, added flags to all the ships' sterns, and finished the selectable ages/ selectable storyline mods?

Because if we don't have a finish line to shoot for... B14A8 will continue forever and there will be more Alphas... <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />
 
We haven't got the slightest idea, really. For Build 14 I think we at least need to finish what we've started. So this requires merging Pirate_KK's and Maximus' game versions, finishing the Selectable Storylines mod, the Periods mod, the Capture Towns mod, etc. And of course fixing the bugs.
 
<!--quoteo(post=243243:date=Mar 7 2008, 12:05 AM:name=Pieter Boelen)--><div class='quotetop'>QUOTE (Pieter Boelen @ Mar 7 2008, 12:05 AM) <a href="index.php?act=findpost&pid=243243"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->We haven't got the slightest idea, really. For Build 14 I think we at least need to finish what we've started. So this requires merging Pirate_KK's and Maximus' game versions, finishing the Selectable Storylines mod, the Periods mod, the Capture Towns mod, etc. And of course fixing the bugs.<!--QuoteEnd--></div><!--QuoteEEnd-->

Please hear this fellow pray <img src="style_emoticons/<#EMO_DIR#>/bow.gif" style="vertical-align:middle" emoid=":bow" border="0" alt="bow.gif" />

Set a stop, fix the Bug and then release Build14A8, I see what you have already done and I can't wait another year for play with this <img src="style_emoticons/<#EMO_DIR#>/piratesing.gif" style="vertical-align:middle" emoid=":shock" border="0" alt="piratesing.gif" />

Please stop now, I want capture town and new quest of Build14A8 <img src="style_emoticons/<#EMO_DIR#>/sailr.gif" style="vertical-align:middle" emoid=":sail" border="0" alt="sailr.gif" />

<img src="style_emoticons/<#EMO_DIR#>/keith.gif" style="vertical-align:middle" emoid=":keith" border="0" alt="keith.gif" /> bye, bye,
giuliootto
 
The main problem is that we need the Pirate_KK and Maximus game versions merged for a proper next Alpha. However, that is really hard and something I cannot do. Pirate_KK and Maximus need to do it. And all of us are rather busy with non-PotC stuff right now. I am considering uploading my current game version based on Maximus' files and then make an additional download for Pirate_KK's code so that people can test both versions.
 
when i start ive got that graphic problem <img src="style_emoticons/<#EMO_DIR#>/dunno.gif" style="vertical-align:middle" emoid=":shrug" border="0" alt="dunno.gif" />
<a href="http://imageshack.us" target="_blank"><img src="http://img156.imageshack.us/img156/6398/aierd5.png" border="0" class="linked-image" /></a>
 
sorry wrong size
<a href="http://imageshack.us" target="_blank"><img src="http://img156.imageshack.us/img156/3080/aieqx6.png" border="0" class="linked-image" /></a>
 
Open PROGRAM\InternalSettings.h and set VISIBLE_LOCATORS to 0 at the bottom of the file.
 
<img src="style_emoticons/<#EMO_DIR#>/icon_wink.gif" style="vertical-align:middle" emoid=";)" border="0" alt="icon_wink.gif" /> thanks
 
2 things: - why my character can't equip "items" like clock, gunpowder flask etc.. ?
- why in the "initmodel", Tb and Jb models havent nationality ? because now i cant have/buy them (this thing is in b14a7 too)
 
<!--quoteo(post=243588:date=Mar 9 2008, 07:40 PM:name=agentad)--><div class='quotetop'>QUOTE (agentad @ Mar 9 2008, 07:40 PM) <a href="index.php?act=findpost&pid=243588"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->- why my character can't equip "items" like clock, gunpowder flask etc.. ?<!--QuoteEnd--></div><!--QuoteEEnd-->Huh? You should be able to. What happens when you try? <img src="style_emoticons/<#EMO_DIR#>/wacko.gif" style="vertical-align:middle" emoid=":wacko:" border="0" alt="wacko.gif" />

<!--quoteo(post=243588:date=Mar 9 2008, 07:40 PM:name=agentad)--><div class='quotetop'>QUOTE (agentad @ Mar 9 2008, 07:40 PM) <a href="index.php?act=findpost&pid=243588"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->- why in the "initmodel", Tb and Jb models havent nationality ? because now i cant have/buy them (this thing is in b14a7 too)<!--QuoteEnd--></div><!--QuoteEEnd-->Good question. Add the lines, press F11 and then you CAN buy them. Seems like a mistake to me; will be fixed in the next update then. <img src="style_emoticons/<#EMO_DIR#>/doff.gif" style="vertical-align:middle" emoid=":doff" border="0" alt="doff.gif" />
 
<!--quoteo(post=243608:date=Mar 9 2008, 07:54 PM:name=Pieter Boelen)--><div class='quotetop'>QUOTE (Pieter Boelen @ Mar 9 2008, 07:54 PM) <a href="index.php?act=findpost&pid=243608"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec--><!--quoteo(post=243588:date=Mar 9 2008, 07:40 PM:name=agentad)--><div class='quotetop'>QUOTE (agentad @ Mar 9 2008, 07:40 PM) <a href="index.php?act=findpost&pid=243588"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->- why my character can't equip "items" like clock, gunpowder flask etc.. ?<!--QuoteEnd--></div><!--QuoteEEnd-->Huh? You should be able to. What happens when you try? <img src="style_emoticons/<#EMO_DIR#>/wacko.gif" style="vertical-align:middle" emoid=":wacko:" border="0" alt="wacko.gif" /><!--QuoteEnd--></div><!--QuoteEEnd-->i equip (it do the right "v" when equiped) but when i go again for see, there is no "v" and it isnt

<!--quoteo(post=243588:date=Mar 9 2008, 07:40 PM:name=agentad)--><div class='quotetop'>QUOTE (agentad @ Mar 9 2008, 07:40 PM) <a href="index.php?act=findpost&pid=243588"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec--><!--quoteo(post=243588:date=Mar 9 2008, 07:40 PM:name=agentad)--><div class='quotetop'>QUOTE (agentad @ Mar 9 2008, 07:40 PM) <a href="index.php?act=findpost&pid=243588"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->- why in the "initmodel", Tb and Jb models havent nationality ? because now i cant have/buy them (this thing is in b14a7 too)<!--QuoteEnd--></div><!--QuoteEEnd-->Good question. Add the lines, press F11 and then you CAN buy them. Seems like a mistake to me; will be fixed in the next update then. <img src="style_emoticons/<#EMO_DIR#>/doff.gif" style="vertical-align:middle" emoid=":doff" border="0" alt="doff.gif" /><!--QuoteEnd--></div><!--QuoteEEnd-->ok <img src="style_emoticons/<#EMO_DIR#>/icon_wink.gif" style="vertical-align:middle" emoid=";)" border="0" alt="icon_wink.gif" />
 
Weird. I do recall a problem with equipping stuff in recent temporary Alpha version. For example, I was unable to equip the blade I wanted through the inventory menu. I could equip it, but it would ignore the change when closing the menu. Sounds pretty similar to what you describe, really. I think it's fixed in my current game version though. Only that is not really available just yet. <img src="style_emoticons/<#EMO_DIR#>/icon_confused.gif" style="vertical-align:middle" emoid=":?" border="0" alt="icon_confused.gif" />
 
so for the moment i stay with the bug ? but i talk about "item" not "weapons"

an other thing: in initmodel i saw _A4 what armor4 ? future ?
 
Back
Top