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Direct, continuous sailing

<!--quoteo(post=175771:date=Dec 14 2006, 05:38 AM:name=Black Bart)--><div class='quotetop'>QUOTE(Black Bart @ Dec 14 2006, 05:38 AM) [snapback]175771[/snapback]</div><div class='quotemain'><!--quotec-->
I've been testing this a bit more. On the transition between cells my previously peaceful companion of the french ship Ossieau became hostile. I know if you sailed by the navigation map method and went into the 3D sailing mode during that quest it would also become hostile(as it was meant to do), so it must be something to do with that. And might be an issue with other similar quest related missions? I was hoping to sail peacefuly from FDF to Greenford with the Ossieau in tow(but can still do that via the navigation map mode, so its not a biggie).
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I'm thinking .... I believe that escort is the only one set to turn hostile with a map/sea transition at any point on the map.

The only other escort to do similarly is in the Nigel quest, but there, the Neptunus turns hostile only after entering 3-D sailing (sea mode) near IM. If it happened there I'm guessing it would only be in the proper cell for IM.

Anyone remember any other "escort turn enemy" missions?
 
<!--quoteo(post=175771:date=Dec 14 2006, 06:38 AM:name=Black Bart)--><div class='quotetop'>QUOTE(Black Bart @ Dec 14 2006, 06:38 AM) [snapback]175771[/snapback]</div><div class='quotemain'><!--quotec-->
I've been testing this a bit more. On the transition between cells my previously peaceful companion of the french ship Ossieau became hostile. I know if you sailed by the navigation map method and went into the 3D sailing mode during that quest it would also become hostile(as it was meant to do), so it must be something to do with that. And might be an issue with other similar quest related missions? I was hoping to sail peacefuly from FDF to Greenford with the Ossieau in tow(but can still do that via the navigation map mode, so its not a biggie).
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Yes, that's not related to Counch Captain Charles mod. That's part of the main quest, and that's not really well done, I must agree... You should have the choice to betray the English at that part of the game - the more Englishmen and Frenchmen fights against each others, the more they have tasks for you no? Can't you try to work for both at the same time, for bigger profits?... To be a kind of 'agent double'...
Well at least concerning the attack of the 'Oiseau' you should be the one that chose to start the fight, and not the captain of the 'Oiseau' ; whenever you want, and where you want, that would be better.
 
<!--quoteo(post=175771:date=Dec 14 2006, 11:38 AM:name=Black Bart)--><div class='quotetop'>QUOTE(Black Bart @ Dec 14 2006, 11:38 AM) [snapback]175771[/snapback]</div><div class='quotemain'><!--quotec-->
I've been testing this a bit more. On the transition between cells my previously peaceful companion of the french ship Ossieau became hostile. I know if you sailed by the navigation map method and went into the 3D sailing mode during that quest it would also become hostile(as it was meant to do), so it must be something to do with that. And might be an issue with other similar quest related missions? I was hoping to sail peacefuly from FDF to Greenford with the Ossieau in tow(but can still do that via the navigation map mode, so its not a biggie).
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FAIK the Oiseau quest works like this: as soon as you get to some other island Boon turns hostile. The idea was probably that he realizes that you duped him. So it even makes sense that any Directsail cell transfer has this effect (Why should a captain follow you to Greenford if you are supposed to escort him to Oxbay?)

Not that I had designed it that way. Actually it is quite possible that some quest may be upset by Directsail.


<!--quoteo(post=175681:date=Dec 13 2006, 07:11 PM:name=a simple virtual sailor)--><div class='quotetop'>QUOTE(a simple virtual sailor @ Dec 13 2006, 07:11 PM) [snapback]175681[/snapback]</div><div class='quotemain'><!--quotec-->
I've been testing your work again and I must say I enjoy it more and more! Just find some little problems : the costguards that attack you after you deal with smugglers reappear next to you after each 'sail ho' screen. And if you attacked a nation, after a 'sail ho' screen the new randoms ships of the same nation attacks you - normaly, they should look at your flag and that all, they were supposed to be too far to see you sinking a bunch of their mates.
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Thanks for the hint, i'll see if i can find a better solution for that.
 
I have to say CCC - this is awesome. So after sinking the Osieau yesterday after it had 'realised' we were not going to Oxbay, i thought great now lets get to Redmond for the reward.

As you know i was experimenting with using 50 instead of 100 for ship encounters on the hour........anyway i started heading north and a little east and the first weather transition bought 4 english ships seemingly heading to FDF. The second weather change no other ships, then i got the transition into 'battle rocks' and again no ships - just the open sea.

Using F12(was that used for something else before?) you get that North/South of loc XXXXm and East/West of loc XXXXm(its is meters right?). I'm kind of getting the hang of it - you have to visualise the whole cell and roughly what part of it your in to help you in navigation. It feels nicely hit and miss actualy - leaves a nice margin for player error(and skill at that form of navigation) and you actualy get better and more acurate at working out where you are in the given cell over time. So at first i wondered if there would be a better way to do this, but now i think this is a pretty good method, so well done on that.

Anyway back to sea and an easy 30mins goes by as i sail through 'battle rocks', 2 more weather transitions; the first no ships then the second i notice a red triangle on the very edge of my 'radar'. A few mins later and it turns out i have four pirates on my tail, and they have the wind with them(i'm sailing across wind but going in roughly the same direction). No problem i thought, my speedy cutter will outpace them.

About an hour later and i'm cursing and shaking my fists at them pesky pirates! I'm down to 60% of my hull, i've dumped all my cannons and ammo to boost speed(i got me about .3 of a knot!!!) - and eventually davy jones calls my name. The schooner and brig in the pirate convey got really lucky with a couple of the wind changes, and my speed counted for nothing in the end!

Still this all took around 2 hours of realtime 3D sailing and it was fantastic - ok we still have rough edges and a few perplexing issues with this early version of the mod, but CCC, i can't thank you enough - This is exactly the kind of experience i always wanted with PotC: a seemless(or as near as) 3D pirate rpg experience <img src="style_emoticons/<#EMO_DIR#>/par-ty.gif" style="vertical-align:middle" emoid=":cheers" border="0" alt="par-ty.gif" />
 
Other detail : the mod stoped working after I left Oxbay, no more 'sail ho' or 'land oh' screens. I fear it have something to do with the game wanting to launch the video of Oxbay being captured. After I entered the map, the video was launched and when I arrive to another island your mod seemed to work normaly again.

Otherwise, the wind is sometimes a problem. It can suddenly blow in the opposit direction of the previous one, which is maybe exagerated, and when you really want to get to a specific island you're not really happy when this happen.
When the wind is definitly against you, or too weak, you'd like to strike the sail down and wait him to blow in the direction you want, or just stronger. We could have the possibility to ask your navigator or your crewmen onboard to wait until the wind would be in your favor. You would wait a few hours or days, depending on your luck skill, for exemple. And the crew moral would low down if you have to wait too much. I don't know if it is possible, thought.
Another possibility in the future would be to have the winds blowing in certain directions for each specific places ; you would have those directions specified on your chart. But I'm not shure that everybody would like it (and to be honest, I'm not even shure I would.) And if we wanted to make the system more sofisticated, the direction and force of the wind would depend of the current month too. (with a perticular season for the twisters...) You would have infos on those 'sea routes' and seasons at land with the random rumors.
 
A compatibility issue has occurred between this mod and Pirate_KK's Free Walk on Ship mod. See <a href="http://www.piratesahoy.com/forum/index.php?showtopic=9273" target="_blank">here</a>.
 
<!--quoteo(post=175971:date=Dec 16 2006, 12:05 PM:name=Pieter Boelen)--><div class='quotetop'>QUOTE(Pieter Boelen @ Dec 16 2006, 12:05 PM) [snapback]175971[/snapback]</div><div class='quotemain'><!--quotec-->
A compatibility issue has occurred between this mod and Pirate_KK's Free Walk on Ship mod. See <a href="http://www.piratesahoy.com/forum/index.php?showtopic=9273" target="_blank">here</a>.
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Ok. Thats just with the build14 aplha version though isnt it - so no great worry just yet, as both are in early experimental stages(still its good to know- cheers Pieter).

lol for the life of me i still dont 'get' this Free walk on ship thing - i have been lazy and not really read a great deal about it, but i understand it allows you to walk around your ship? hmmm we can already do that cant we? the different decks etc.....so what am i missing?

<!--quoteo(post=175971:date=Dec 16 2006, 12:05 PM:name=a simple virtual sailor)--><div class='quotetop'>QUOTE(a simple virtual sailor @ Dec 16 2006, 12:05 PM) [snapback]175971[/snapback]</div><div class='quotemain'><!--quotec-->
....Otherwise, the wind is sometimes a problem. It can suddenly blow in the opposit direction of the previous one, which is maybe exagerated, and when you really want to get to a specific island you're not really happy when this happen.....<!--QuoteEnd--></div><!--QuoteEEnd-->

Yeah i think with this mod, and the fact people want to stay in the 3D sailing mode to use it, you will just notice the random weather changes much more than normal(where you would use the navigation map to sail between islands). I did check with CCC and nothing has been changed in the random weather code from normal. Its just more noticable as you experience it more often now(while sailing).

I had suggested a weather mod a while back - to bring a more natural feel to the weather changes, info in this thread here:

<a href="http://www.piratesahoy.com/forum/index.php?showtopic=8541" target="_blank">http://www.piratesahoy.com/forum/index.php?showtopic=8541</a>

"Weather transitions

I notice we have a much better version of this with the modding work, and i think it might be possible to make it even better. At the moment you still get too many extreme changes of weather state i think. I know it is the caribbean, but i was wondering if these changes could be better defined?

what i'm wondering is would it be possible to adjust the weather changes within tighter parameters, so if you have a 15knot wind from the south the next change would be better related to that state, for example it might become a 10knot from the south west, rather than a 4knot from the north? that kind of thing, but always keep the chance of a complete change a possibility. It would be great(and make better sailing) to have a slightly more rounded weather model i think.

Would it be possible to also include the possibility of having your high winds(20knots+) and big seas develope into a proper storm, as in it could develope into the storm screen thing? All this is within the 3D sailing mode of course. My main aim is to try to make the whole sailing part more interesting and believable."

but yeah a more seamless weather transition would set this continuos sailing mod up perfect <img src="style_emoticons/<#EMO_DIR#>/sailr.gif" style="vertical-align:middle" emoid=":sail" border="0" alt="sailr.gif" />
 
<!--quoteo(post=175980:date=Dec 16 2006, 04:01 PM:name=Black Bart)--><div class='quotetop'>QUOTE(Black Bart @ Dec 16 2006, 04:01 PM) [snapback]175980[/snapback]</div><div class='quotemain'><!--quotec-->
Ok. Thats just with the build14 aplha version though isnt it - so no great worry just yet, as both are in early experimental stages(still its good to know- cheers Pieter).
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That is indeed just with the Build 14 Alpha version. It isn't a major problem, but it is something we should remember before we release the actual Build 14.

<!--quoteo(post=175980:date=Dec 16 2006, 04:01 PM:name=Black Bart)--><div class='quotetop'>QUOTE(Black Bart @ Dec 16 2006, 04:01 PM) [snapback]175980[/snapback]</div><div class='quotemain'><!--quotec-->
lol for the life of me i still dont 'get' this Free walk on ship thing - i have been lazy and not really read a great deal about it, but i understand it allows you to walk around your ship? hmmm we can already do that cant we? the different decks etc.....so what am i missing?
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In Build 13 you can access your captain's cabin, cargo hold and crew's quarters. If you want to move from one of these locations to another, you must first go to 3D sailing mode. With the free walk on ship mod you can access all locations aboard your ship (including the deck, cargo holds and cannon decks) and you can just walk from one location to another without having to go into 3D sailing mode.
 
<!--quoteo(post=175872:date=Dec 15 2006, 11:27 AM:name=Black Bart)--><div class='quotetop'>QUOTE(Black Bart @ Dec 15 2006, 11:27 AM) [snapback]175872[/snapback]</div><div class='quotemain'><!--quotec-->
Still this all took around 2 hours of realtime 3D sailing and it was fantastic - ok we still have rough edges and a few perplexing issues with this early version of the mod, but CCC, i can't thank you enough - This is exactly the kind of experience i always wanted with PotC: a seemless(or as near as) 3D pirate rpg experience <img src="style_emoticons/<#EMO_DIR#>/par-ty.gif" style="vertical-align:middle" emoid=":cheers" border="0" alt="par-ty.gif" />
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Great to hear that, cause that kind of experience is exactly what i had hoped for as well.

I'm currently working on an update that should smooth some of the rough edges. Mainly it adds more checks that skip Directsail whenever it would be confusing or out of place to have a reload or respawning of the shiptraffic.

Directsail will NOT run
- close to an island
- if you use the "Sail to" option from the interface
- if a neutral ship is in the vicinity (1000 m)

Please remind me if there are more cases where Directsail should be skipped.

You will also be able to toggle Directsail any time during the game, by means of the "K" key. So whenever you are not in the mood for encounters or reloads you can avoid them.


<!--quoteo(post=175971:date=Dec 16 2006, 01:05 PM:name=Pieter Boelen)--><div class='quotetop'>QUOTE(Pieter Boelen @ Dec 16 2006, 01:05 PM) [snapback]175971[/snapback]</div><div class='quotemain'><!--quotec-->
A compatibility issue has occurred between this mod and Pirate_KK's Free Walk on Ship mod. See <a href="http://www.piratesahoy.com/forum/index.php?showtopic=9273" target="_blank">here</a>.
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Thanks for the hint, I'll tackle that.
Directsail and Walk on Ship should work together, as they both increase the feeling of actually living on your ship.
 
<!--quoteo(post=176186:date=Dec 18 2006, 03:03 PM:name=CouchcaptainCharles)--><div class='quotetop'>QUOTE(CouchcaptainCharles @ Dec 18 2006, 03:03 PM) [snapback]176186[/snapback]</div><div class='quotemain'><!--quotec-->
You will also be able to toggle Directsail any time during the game, by means of the "K" key. So whenever you are not in the mood for encounters or reloads you can avoid them.
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The K key is already used for the Always Run toggle on land, isn't it? Be sure to check whether toggling the directsail mod on/off will also toggle Always run on/off even though you are at sea. Why is a toggle needed anyway? I thought that you should be able to play the game as always with this mod, but when you'd sail really far from land, the mod would move you to the next island. And the random encounter would only be generated if you're far from land and there are no other ships near. Right? <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />
 
Yes, the K key is already used as toggle on land. That's why I would like to use it as toggle on sea as well, so that I can avoid adding yet another key. (My old "use the available resources and don't change more than necessary" mania, you know <img src="style_emoticons/<#EMO_DIR#>/icon_wink.gif" style="vertical-align:middle" emoid=";)" border="0" alt="icon_wink.gif" /> )

It is always good if you can toggle something, cause it is impossible to ensure that this mod will never interfere with something(like KK's Walk through the Ship). And what if you were chasing some tempting ship, or had some other plan that would be spoiled if Directsail respawned all the ships? Don't want to force this on anyone.
<!--quoteo(post=175101:date=Dec 8 2006, 07:59 PM:name=Black Bart)--><div class='quotetop'>QUOTE(Black Bart @ Dec 8 2006, 07:59 PM) [snapback]175101[/snapback]</div><div class='quotemain'><!--quotec-->
Variations on what is used currently and adding the spyglass:

<img src="http://i128.photobucket.com/albums/p199/BlackBart06/LandHoAsmall.jpg" border="0" alt="IPB Image" />

<img src="http://i128.photobucket.com/albums/p199/BlackBart06/SailHoAsmall.jpg" border="0" alt="IPB Image" />

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I would like to put those screens into the update. Could you post the full size tga.tx files, or a link to them?

Thank you <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />
 
<!--quoteo(post=175986:date=Dec 16 2006, 04:48 PM:name=Pieter Boelen)--><div class='quotetop'>QUOTE(Pieter Boelen @ Dec 16 2006, 04:48 PM) [snapback]175986[/snapback]</div><div class='quotemain'><!--quotec-->
With the free walk on ship mod you can access all locations aboard your ship (including the deck, cargo holds and cannon decks) and you can just walk from one location to another without having to go into 3D sailing mode.
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But to get from Seaview(upper deck) to one of the lower decks and back you still use the interface options, right? So switching Directsail off in those "go below" functions should avoid any interference.
 
<!--quoteo(post=176329:date=Dec 19 2006, 01:48 PM:name=CouchcaptainCharles)--><div class='quotetop'>QUOTE(CouchcaptainCharles @ Dec 19 2006, 01:48 PM) [snapback]176329[/snapback]</div><div class='quotemain'><!--quotec-->
But to get from Seaview(upper deck) to one of the lower decks and back you still use the interface options, right? So switching Directsail off in those "go below" functions should avoid any interference.
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To get from 3D sailing mode to walk-around-in-3rd-person mode you use the interface button, yes. To move between locations aboard your ship, you can move through doors without needing the interface, but you can also use the interface to do a fast travel. Does time pass during location transfers? I think it does. If there is a risk that directsail is triggered while you are walking around on your ship, something should be done to prevent that, I think. Might cause weird effects if you don't. But it is unlikely that this will happen, because that would mean that you would need to just happen to be walking around at the top of the hour.
 
<!--quoteo(post=176336:date=Dec 19 2006, 03:34 PM:name=Pieter Boelen)--><div class='quotetop'>QUOTE(Pieter Boelen @ Dec 19 2006, 03:34 PM) [snapback]176336[/snapback]</div><div class='quotemain'><!--quotec-->
Does time pass during location transfers? I think it does. If there is a risk that directsail is triggered while you are walking around on your ship, something should be done to prevent that, I think.
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I think that actually causes the reported incompatability with Walk between Decks.
BTW, could someone who has experienced problems there post a compile.log on the bugtracker? Thanks.
 
"QUOTE(morgan terror @ Dec 19 2006, 05:26 PM) *

directsail: works, but sometimes you don't move at all. this is being worked on. it seems like you can't move when you enter 3D sailing from the world map when at open sea. when starting in 3D sailing mode, and not going to the world map, it works."

<i>Oh, yes, I can confirm that Directsail will never work if you enter "open sea with no island" from the world map. And it is impossible to change that, cause that "open sea" is always the same location, no matter where on the worldmap you enter it. Therefore you can't define which islands you would get to if you sail out of it.

So that mix of Directsail and worldmap can't be used. But if you go from the worldmap to an ISLAND location you can continue with Directsail from there</i> - CCC

I just thought i'd put this here to keep it all in one place. That's quite a hole that might need some kind of warning for the player? I didn't know about it at all - but would imagine it could have caused me a headache if i ran into it! - nice find Morgan Terror <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />

Ref those screen shots - yes i'll put them on the ftp later today, they'll be in th Black Bart folder. I've had a total mission looking for a picture(a good one) of a sailor/pirate using a spyglass - so much so that i kind of gave up on it, although i do have a nice period ornament of a female goddess(?) using one that i had started to play around with. Oh and i'm much better versed in the period painters now(like Howard Pyle etc) - shame he didnt do a 'spyglass guy'.
Anyway i'll put those pics as you requested CCC, and if at a later date something better can be done than cool.
 
it's okay that it can't be fixed, as long as everybody knows that the problem is ther so they can avoid it. <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" /> i was wondering why i didn't move after half a day. <img src="style_emoticons/<#EMO_DIR#>/mybad.gif" style="vertical-align:middle" emoid=":facepalm" border="0" alt="mybad.gif" />
 
Hi all. I made some new stuff for DirectSail.

Player will have dialog with his boatswan (if he has one), or with his crewmember:
<img src="http://foto.spbland.ru/data/media/11/lrg_99390_DirectSailDialog.gif" border="0" alt="IPB Image" />

And new LoadingScreens
<img src="http://foto.spbland.ru/data/media/11/99388_LandHoImage.gif" border="0" alt="IPB Image" />

<img src="http://foto.spbland.ru/data/media/11/99389_SailHoImage.gif" border="0" alt="IPB Image" />
 
That looks pretty nice, Maximus. If CCC agrees, I'll add that into the Build 14 Alpha version for DirectSail.
 
why does it say: 'we swim farther?' <img src="style_emoticons/<#EMO_DIR#>/blink.gif" style="vertical-align:middle" emoid=":blink:" border="0" alt="blink.gif" /> i do like the loading screens though. but it seems like the sail ho screen is missing something. <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />
 
<!--quoteo(post=176585:date=Dec 21 2006, 05:32 PM:name=morgan terror)--><div class='quotetop'>QUOTE(morgan terror @ Dec 21 2006, 05:32 PM) [snapback]176585[/snapback]</div><div class='quotemain'><!--quotec-->
why does it say: 'we swim farther?' <img src="style_emoticons/<#EMO_DIR#>/blink.gif" style="vertical-align:middle" emoid=":blink:" border="0" alt="blink.gif" /> i do like the loading screens though. but it seems like the sail ho screen is missing something. <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />
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English isn't my native language, but we have enough spell-checkers here <img src="style_emoticons/<#EMO_DIR#>/par-ty.gif" style="vertical-align:middle" emoid=":cheers" border="0" alt="par-ty.gif" />

What missing on "Sail Ho" screen?
 
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