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Build 14 Alpha 8 WIP 2 PIRATE_KK

You should install Build 14 Alpha 8 WIP 2 Maximus before installing Build 14 Alpha 8 WIP 2 Pirate_KK. If you forgot that step, just do it anyway, then install the KK file on top. Should hopefully work.

I admit that the installation process has become rather incredibly complicated. <img src="style_emoticons/<#EMO_DIR#>/modding.gif" style="vertical-align:middle" emoid=":modding" border="0" alt="modding.gif" />
 
That indeed is annoying. The only thing I can do is to recommend you to try again and make sure you follow the instructions carefully. I don't know what went wrong, so I don't know what else to suggest. <img src="style_emoticons/<#EMO_DIR#>/sad.gif" style="vertical-align:middle" emoid=":(" border="0" alt="sad.gif" />
 
<!--quoteo(post=264186:date=Jun 21 2008, 10:19 PM:name=nico)--><div class='quotetop'>QUOTE (nico @ Jun 21 2008, 10:19 PM) <a href="index.php?act=findpost&pid=264186"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->... deleting the folder RESOURCE ...<!--QuoteEnd--></div><!--QuoteEEnd-->Did you delete that folder completely? You shouldn't do that.

pirate_kk
 
No, I have not completely erased the folder, but only the files of the soldiers ( "sol" and "sold".

PS: Before you install build alpha 8 WIP 2 install must also build 14 alpha 6 update 2?
 
No, but you do need to install Alpha 6 and Alpha 8 WIP 2 Maximus first.
 
Thanks Pirate_KK <img src="style_emoticons/<#EMO_DIR#>/me.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="me.gif" /> - I used your latest downloads to Pieter into my game and I now HAVE soldiers at the port at the start of the game.
For Jack Sparrow's Story I changed the start to Oxbay and the soldiers are there as well, and can be spoken to.

My current issue: It seems there is a limit on the numbers of characters that can be added to the Storyline characters folder.
Have I missed a setting here somewhere? : <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />
 
I managed to install the build 14 alpha 8 WIP 2 PIRATES_kk, but I found some bugs:

- island CUROCAO not there.
- we can not land it to them to ANTIGUA and GUADELOUPE (black screen and leaving the game)
- there are not this soon as you start to play but only a question mark
-- Soldiers in the strong shall not have clothes it faces (there is the texture I assume)
Italiano » Inglese Traduci
 
Curacao, as well as Aruba and Eleuthera have been recently added and are indeed not there in WIP 2 KK. We're currently working on enabeling those islands. We already have the actual 3D models and some shore locations, but it's still far from being finished.

As for the soldiers with missing clothers: something must've gone wrong when installing. You didn't remove the soldier files AFTER installing WIP 2 KK, did you?

Beats me why Antigua and Guadeloupe don't work. <img src="style_emoticons/<#EMO_DIR#>/wacko.gif" style="vertical-align:middle" emoid=":wacko:" border="0" alt="wacko.gif" />

What's that question mark you're talking about? <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />
 
O.K. found the "missing names" problem.

In the "vanilla" characters files as loaded - Jack Sparrows "characters" are in fact calling up "DevlinOpera" ones.
int tmpNameFileID = LanguageOpenFile(GetStoryLineDir(FindStoryline("DevlinOpera")) + "characters_names.txt");
(As in fact is the Hornblower storyline)

Changed it to LegendJackSparrow and Billy Brock plus new characters appear with icon names and the correct dialog boxes. <img src="style_emoticons/<#EMO_DIR#>/me.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="me.gif" />
int tmpNameFileID = LanguageOpenFile(GetStoryLineDir(FindStoryline("LegendJackSparrow")) + "characters_names.txt");
 
<!--quoteo(post=264478:date=Jun 23 2008, 08:33 PM:name=Short Jack Gold)--><div class='quotetop'>QUOTE (Short Jack Gold @ Jun 23 2008, 08:33 PM) <a href="index.php?act=findpost&pid=264478"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->O.K. found the "missing names" problem.

In the "vanilla" characters files as loaded - Jack Sparrows "characters" are in fact calling up "DevlinOpera" ones.
int tmpNameFileID = LanguageOpenFile(GetStoryLineDir(FindStoryline("DevlinOpera")) + "characters_names.txt");
(As in fact is the Hornblower storyline)

Changed it to LegendJackSparrow and Billy Brock plus new characters appear with icon names and the correct dialog boxes. <img src="style_emoticons/<#EMO_DIR#>/me.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="me.gif" />
int tmpNameFileID = LanguageOpenFile(GetStoryLineDir(FindStoryline("LegendJackSparrow")) + "characters_names.txt");<!--QuoteEnd--></div><!--QuoteEEnd-->
You can simply avoid such problems by commenting out<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->int tmpNameFileID = LanguageOpenFile(GetStoryLineDir(FindStoryline("LegendJackSparrow")) + "characters_names.txt");<!--c2--></div><!--ec2-->and<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->LanguageCloseFile(tmpNameFileID);<!--c2--></div><!--ec2-->then replace all<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->LanguageConvertString(tmpNameFileID, "...");<!--c2--></div><!--ec2-->with<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->TranslateString("", "...");<!--c2--></div><!--ec2-->This function will automatically open proper file.

pirate_kk
 
<!--quoteo(post=264478:date=Jun 23 2008, 08:33 PM:name=Short Jack Gold)--><div class='quotetop'>QUOTE (Short Jack Gold @ Jun 23 2008, 08:33 PM) <a href="index.php?act=findpost&pid=264478"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->O.K. found the "missing names" problem.<!--QuoteEnd--></div><!--QuoteEEnd-->That explains a lot. I originally made those quests simply by copying the Beatrice quests and never did think to check any code changes that would need to be made. Those quests are still temporary placeholders anyway to show what could be done. And for testing the various periods. As far as I know, nobody is actually working on the Hornblower one though.

<!--quoteo(post=264484:date=Jun 23 2008, 08:51 PM:name=nico)--><div class='quotetop'>QUOTE (nico @ Jun 23 2008, 08:51 PM) <a href="index.php?act=findpost&pid=264484"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->On the page of this is a question mark without being that the writing (as if something was missing)<!--QuoteEnd--></div><!--QuoteEEnd-->
I'm sorry, I still don't get it. Do you have a screenshot? You can make one by pressing PrintScreen, closing the game, opening Paint, pressing Edit>Paste, then save as JPG.
 
<!--quoteo(post=264623:date=Jun 24 2008, 03:54 AM:name=Pieter Boelen)--><div class='quotetop'>QUOTE (Pieter Boelen @ Jun 24 2008, 03:54 AM) <a href="index.php?act=findpost&pid=264623"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec--><!--quoteo(post=264478:date=Jun 23 2008, 08:33 PM:name=Short Jack Gold)--><div class='quotetop'>QUOTE (Short Jack Gold @ Jun 23 2008, 08:33 PM) <a href="index.php?act=findpost&pid=264478"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->O.K. found the "missing names" problem.<!--QuoteEnd--></div><!--QuoteEEnd-->That explains a lot. I originally made those quests simply by copying the Beatrice quests and never did think to check any code changes that would need to be made. Those quests are still temporary placeholders anyway to show what could be done. And for testing the various periods. As far as I know, nobody is actually working on the Hornblower one though.<!--QuoteEnd--></div><!--QuoteEEnd-->I believe I have the "original" story back to as it should be.
"Jack Sparrow" I am working on.
"Devlin" and "Hornblower" I am just giving a few lines of dialog and action, just to get them going. If someone else wants to work on them that is fine, or, if you give me the storyline for each I could progress them further if you want.
"Bartolomeu" I am leaving alone as I know Bartolomue-o-Portugees has done that one.
 
The Devlin quest is purely a test-quest by Pirate_KK that he uses for testing various aspects of his modding work. He said he might eventually want to finish it if he finds the time, but it doesn't seem likely that's going to happen any time soon.

Estharos is working on a Hornblower side quest, where Hornblower becomes an officer to the player character. I wonder if that could be relatively easily rewritten to become a main quest where the player IS Hornblower. Would just require the removal of the Hornblower NPChar and changing some of the code. Might work. <img src="style_emoticons/<#EMO_DIR#>/rolleyes.gif" style="vertical-align:middle" emoid=":rolleyes:" border="0" alt="rolleyes.gif" />

Anyway, I think for now the most important thing is getting the original storyline, the Jack Sparrow quest and the Bartolomeu o Portugues quest operational. Having three main quest already is quite something, don't you think? Anyway, Pirate_KK made the Selectable Storylines mod in such a way that new storylines could be provided as additional downloads after the release of Build 14 without any files being overwritten. <img src="style_emoticons/<#EMO_DIR#>/w00t.gif" style="vertical-align:middle" emoid=":woot" border="0" alt="w00t.gif" />
 
In 20/06/08 Pirate_kk file, It seems Pirate_kk worked on an 'old' quests_reaction.c (containing many mistakes in the code).
So, he should use this file in order to avoid some bugs.

About Curacao, I would like to use the 'old' Antigua for the Port. Indeed, it's a big port and an original work. So can I use it ?
 
The old Antigua was simply Redmond with some additional fortifications. I wouldn't mind you using that, but I don't know if the look is historically correct. Also I know people tend to complain about the BuildingSet models. But I don't mind. <img src="style_emoticons/<#EMO_DIR#>/razz.gif" style="vertical-align:middle" emoid=":razz" border="0" alt="razz.gif" />
 
I think you should start without any buildingset models. But I hope you do add some more town scenes to it, it must look like a capital, as big as Redmond. (slighlty smaller perhaps.
 
If possible without it being a carbon-copy of Redmond. I like BuildingSet usage to make the towns look at least different and Bartolomeu is really good at using the BuildingSet in inventive ways. But, if possible, actual retextures and changes to the model would be even more welcome. <img src="style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" />
 
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