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Few minor modifications/additions/`bug-fixes` for PotC

PotCMods.zip with a few more bugs ironed out and the disarming turned off? <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />
 
<!--QuoteBegin-CatalinaThePirate+May 3 2005, 06:44 PM--><div class='quotetop'>QUOTE(CatalinaThePirate @ May 3 2005, 06:44 PM)</div><div class='quotemain'><!--QuoteEBegin-->I am working to incorporate into B12.2 (or whatever we're calling it), the pre-Build13.<!--QuoteEnd--></div><!--QuoteEEnd-->
So good to hear that. I was beginning to fear nobody was thinking about the build anymore. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/bounce.gif" style="vertical-align:middle" emoid=":b:" border="0" alt="bounce.gif" />
 
<!--QuoteBegin-Inez Dias+May 4 2005, 02:46 AM--><div class='quotetop'>QUOTE(Inez Dias @ May 4 2005, 02:46 AM)</div><div class='quotemain'><!--QuoteEBegin--><!--QuoteBegin-CatalinaThePirate+May 3 2005, 06:44 PM--><div class='quotetop'>QUOTE(CatalinaThePirate @ May 3 2005, 06:44 PM)</div><div class='quotemain'><!--QuoteEBegin-->I am working to incorporate into B12.2 (or whatever we're calling it), the pre-Build13.<!--QuoteEnd--></div><!--QuoteEEnd-->
I was beginning to fear nobody was thinking about the build anymore. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/bounce.gif" style="vertical-align:middle" emoid=":b:" border="0" alt="bounce.gif" />
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<!--QuoteEnd--></div><!--QuoteEEnd-->

That'd be terrible!!!

For people like me, that have not a lot of time to test and search for all the mods out there and deal with bugs and incompatibilities, the build is the key to our piratey hapiness <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/me.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="me.gif" />

And I'm eagerly waiting for the next build to come out (with the cannon realism mod in it, please <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" /> ) <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/william.gif" style="vertical-align:middle" emoid=":will" border="0" alt="william.gif" />
 
<!--QuoteBegin-Pieter Boelen+May 4 2005, 01:32 AM--><div class='quotetop'>QUOTE(Pieter Boelen @ May 4 2005, 01:32 AM)</div><div class='quotemain'><!--QuoteEBegin-->For all I know, it is fixed in some NK Pre Build. Have you tried copying a pictures.ini file from that back into Build 12 + PotCMods.zip?
I don't know what bugs were in the latest PotCMods.zip version that have been fixed now, so if I really had to change it, I wouldn't exactly know what would be required to be changed.
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Naa, I just made the corrections myself right in the Pictures.ini file.

Since then I looked and noticed that the file included in the A&M map/islands/NK_b13pre_050422 & CCCtutdeck.rar (something like that) was OK

I am staying away from NK_b13pre_050422, however until the inventory problem gets straightened out. NK has a Save game of mine and is looking into it.
 
<!--QuoteBegin-CatalinaThePirate+May 4 2005, 01:44 AM--><div class='quotetop'>QUOTE(CatalinaThePirate @ May 4 2005, 01:44 AM)</div><div class='quotemain'><!--QuoteEBegin-->... The extra mods, if they're still in a flux period (i.e., not finalized) should not be incorporated until tested and proven finished.  As it is, we're still getting bugs & such ironed out, and there's a big question as to where we all are on this.

Have we got a CLEAR version of B12 that we can incorporate into the CVS and post as an UPDATE (not as B13)?
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I see that in PotcMod, pickpockets are a problem. They were not before in older versions.

This may have transferred to NK_b13pre_050422 as I encountered it while play testing that.

Also in PotcMod, no apothecary at the shop, and no interaction with the tattoo artist at the opium den.

I would have thought PotcMod would have been completely bug free for release on CVS by now and that NK_b13pre with so much new stuff would be the new experimental version.

I guess I was wrong. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/dunno.gif" style="vertical-align:middle" emoid=":shrug" border="0" alt="dunno.gif" />
So since mid Dec we still don't have a clean post build 12 update.
 
I have a 12.2 stable with the following fixes
<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->Build v12.2
Add NUM_RANDOM_OFFICERS.
Fix blade being given transparent technique, add technique bladeitem.
Fix error where FdF fort may still fire on you and France still hostile during MQ on arriving on FdF, change a straight SetRelation() call to an RMAmnesty() call. Do the same for England down the file on after sinking Boon. Also fix error where player gets Amnesty from France by freeing Oxbay (there in stock I guess so player can talk to FdF gov, but now with RM and amnesty no need).
Add upgrade to Build 12.2
Fix problem where randitem checks if rand item is blade1, not where we are (this I fixed a while ago but lost...). Now locations have loc.randitemsstay = true and randitems will not be re-randomized.<!--QuoteEnd--></div><!--QuoteEEnd-->

There are a number of other things--most all of PB's postbuild modpack, some stuff like Vassal's guns or CCC's SWAK/CC/etc, that can also go in because they don't need a restart.
And some various fixes done since the modpack scattered around in my, CCC's, Screwface's, etc. code, that should go in all codebases.

I'll get on to merging stuff back--sorry for the delay, folks, but I've got about a dozen things on my plate. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/blush.gif" style="vertical-align:middle" emoid=":eek:ops" border="0" alt="blush.gif" />
 
Thanks again for the save, Petros. Yes, pchar had itemtrade tree. I have no clue why, but I've added checks in IT code to prevent that from happening, for whatever reason it did/does.
 
<!--QuoteBegin-Petros+--><div class='quotetop'>QUOTE(Petros)</div><div class='quotemain'><!--QuoteEBegin-->I see that in PotcMod, pickpockets are a problem. They were not before in older versions.<!--QuoteEnd--></div><!--QuoteEEnd-->Wouldn't know what has caused that. I did add CCC's sword-pickpocketing to the pickpocket dialog. Maybe I should check that; might've been the cause of the trouble.

<!--QuoteBegin-Petros+--><div class='quotetop'>QUOTE(Petros)</div><div class='quotemain'><!--QuoteEBegin-->Also in PotcMod, no apothecary at the shop, and no interaction with the tattoo artist at the opium den.<!--QuoteEnd--></div><!--QuoteEEnd-->The apothecary code was accidentally left out (my fault), but that shouldn't be too much effort to fix. Don't know what happened to the opium den dialog. Must check that out.

<!--QuoteBegin-Petros+--><div class='quotetop'>QUOTE(Petros)</div><div class='quotemain'><!--QuoteEBegin-->I would have thought PotcMod would have been completely bug free for release on CVS by now and that NK_b13pre with so much new stuff would be the new experimental version.<!--QuoteEnd--></div><!--QuoteEEnd-->Nope; Still not working correctly. I don't have all too much time right now anymore, but maybe later today/tomorrow, I'll be trying to make a real bugfree PotCMods.zip version. Hope I'll manage...
 
To Petros: I reckon I've found the pickpocket problem. For some reason, in Enc_Walker_dialog.c, it said if (pickch<=130) instead of the original if (pickch<=30). I'll have that changed in the Build 12 update I'm working on right now.
 
<!--QuoteBegin-Pieter Boelen+May 5 2005, 10:53 PM--><div class='quotetop'>QUOTE(Pieter Boelen @ May 5 2005, 10:53 PM)</div><div class='quotemain'><!--QuoteEBegin-->To Petros: I reckon I've found the pickpocket problem. For some reason, in Enc_Walker.c, it said if (pickch<=130) instead of the original if (pickch<=30). I'll have that changed in the Build 12 update I'm working on right now.
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<img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/me.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="me.gif" />
I'll change mine and try it out.

I see that code was changed to 130 in NK's pre 13 as well.
 
I just finished a fixed version of my PotCMods.zip, which hopefully can soon be implemented in the Build as update. I completely removed the disarming feature until it actually works properly (which it sure as hell doesn't!!! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/modding.gif" style="vertical-align:middle" emoid=":modding" border="0" alt="modding.gif" /> ). Mostly, it just features a few bugfixes to things already in the mod and nothing new. There were some improvements to the Captain's Challenge mods. However, in NK's updates, they are already improved even further. Unfortunately, I don't have the time right now to implement that as well. Maybe Saturday. In the meantime, please check this version out and see there are any bugs left. If everything is as I meant them to be, there won't be any bugs nor annoyances left in this version, so maybe this is finally actually coming near the Build update Cat's been requesting for ages. However, I reckon it still <i>is</i> nescessary to start a new game when updating straight from a clean Build 12. (<span style='color:red'>Someone please tell me what needs to be changed in order to not require a restart!</span>) If you already had a PotCMods.zip version installed, maybe you don't need to. But due to my removing the disarming, I'm not quite certain. Anyway: Hope this is any good.
Like usual, you can get it from the <a href="http://millenniumdock.bravepages.com/storage/others/potcmods.htm" target="_blank">page in my sig</a>. If you already have a PotCMods.zip version, you can just download the update (I hope).

Please note: I've been trying to get this to work as the most stable version of a Pre-Build update, not as the one with the most new features. I'm quite certain there are several other updates to existing mods/new features that could be added while still having it work stable, but I don't have the time to do it today. I will try later. But if this works properly, it can at least be used for the upcoming Build update (after restart-requiring stuff was removed). Updated features can always be added later, right?

Now, keep your fingers crossed (and I'll keep mine crossed as well) and hope that this actually <i>does</i> work the way it should. Finally... <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/rolleyes.gif" style="vertical-align:middle" emoid=":rolleyes:" border="0" alt="rolleyes.gif" />
 
<img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/hi.gif" style="vertical-align:middle" emoid=":gday" border="0" alt="hi.gif" /> Here is what I find so far.

On fresh POTC with build 12 online updated to 12.1 ...
I added POTCMods.zip and then your 588K code only update.


Problems encountered:

1. Game won't load ... reason duplicate definitions (or something like that)

It has to do with CCC code which is in two places, Situations.c and CCCFunctions.c.

Don't know if I did right, but as the CCC code in Situations.c is only a portion of the that in CCCFunctions, I /* ... */ commented it out of the Situations.c file.

Now the game loads and seems to work OK ... so far.

2. Line 75 of opium_dialog.c file is still missing the comment out marks // before your comment.

Problems fixed: <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/buds.gif" style="vertical-align:middle" emoid=":drunk" border="0" alt="buds.gif" />

1. Pick pockets are now under control as per Buildsetting.h
2. Apothecary is in place!
 
PotCMods update


Questions/comments:

<img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/hi.gif" style="vertical-align:middle" emoid=":gday" border="0" alt="hi.gif" />
No one is responding to you, but I thought apothecary and possibly Opium den both require a new game.
If that is so, then they would have to be dumped ... just for this B12update .. and added back in for B13?

Things I would like to see changed:

1. This was described by others some time ago but I gusee never got fixed as the fast schooner still takes on water. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/dunno.gif" style="vertical-align:middle" emoid=":shrug" border="0" alt="dunno.gif" />
In ships_init.c
refShip.WaterLine = 0.3;
should be changed to 0.0
for fast schooner.
I tried it and it works fine.

2. As the ruby is described in game as being placed in your sword and "being able to make your hand stronger" <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/bookish.gif" style="vertical-align:middle" emoid=":mm" border="0" alt="bookish.gif" />
in initItems.c for the ruby, add the line
itm.skill.fencing = 1;
Makes sense to me.
 
First of all: Thanks a lot for your comments Petros!!!

<!--QuoteBegin-Petros+--><div class='quotetop'>QUOTE(Petros)</div><div class='quotemain'><!--QuoteEBegin-->1. Game won't load ... reason duplicate definitions (or something like that)

It has to do with CCC code which is in two places, Situations.c and CCCFunctions.c.<!--QuoteEnd--></div><!--QuoteEEnd-->This code was moved from Situations.c to CCCFunctions.c. After that, the Situations.c file was the same again as in the Build, so I left it out of the download because it wasn't needed. Only, it <i>was</i> added in the older PotCMods.zip versions. Stupid mistake of mine. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/diomed.gif" style="vertical-align:middle" emoid=":dio" border="0" alt="diomed.gif" />

<!--QuoteBegin-Petros+--><div class='quotetop'>QUOTE(Petros)</div><div class='quotemain'><!--QuoteEBegin-->2. Line 75 of opium_dialog.c file is still missing the comment out marks // before your comment.<!--QuoteEnd--></div><!--QuoteEEnd-->You're quite right. I remembered I forgot to include that fix after I already uploaded it. Once again a stupid mistake of me. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/mybad.gif" style="vertical-align:middle" emoid=":facepalm" border="0" alt="mybad.gif" />

<!--QuoteBegin-Petros+--><div class='quotetop'>QUOTE(Petros)</div><div class='quotemain'><!--QuoteEBegin-->Things I would like to see changed:

1. This was described by others some time ago but I gusee never got fixed as the fast schooner still takes on water. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/dunno.gif" style="vertical-align:middle" emoid=":shrug" border="0" alt="dunno.gif" />
In ships_init.c 
refShip.WaterLine = 0.3;
should be changed to 0.0 
for fast schooner.
I tried it and it works fine.<!--QuoteEnd--></div><!--QuoteEEnd-->Will be done on the next version. Didn't know about that one. Thanks for mentioning it! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/buds.gif" style="vertical-align:middle" emoid=":drunk" border="0" alt="buds.gif" />

<!--QuoteBegin-Petros+--><div class='quotetop'>QUOTE(Petros)</div><div class='quotemain'><!--QuoteEBegin-->2. As the ruby is described in game as being placed in your sword and "being able to make your hand stronger"  <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/bookish.gif" style="vertical-align:middle" emoid=":mm" border="0" alt="bookish.gif" />
in initItems.c  for the ruby, add the line
itm.skill.fencing = 1; 
Makes sense to me.<!--QuoteEnd--></div><!--QuoteEEnd-->Good point. Been changed now for the next version. Thanks for bringing that one up as well.

I'll be trying to first get a stable version of PotCMods.zip working and then we can remove everything that requires a restart. I'll at least be adding Vassal's weapons as well.

Again: Thanks for the comments. I hope some more people will comment. We need the bugs to be found before they can be fixed, right? <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />
 
The new version is up now. Now includes everything Petros came up with, as well as Vassal's new weapons. Hope it works.
 
Great stuff, Pieter!
Back now, I'll try merging in some of those misc fixes I was talking about.
Then we can figure, per that list in your other post on this, what features to add.
I'll also go through reinit and clean it up some (I found some weird stuff I'd done to it earlier and undid it) and add what upgrading I can for b12->modpack.
 
<img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/hi.gif" style="vertical-align:middle" emoid=":gday" border="0" alt="hi.gif" />

I'm not sure eve how to ask about this.
I'm fixing to get new portraits done for Pirates 10 and 11.

I find that the 10.gm file points to the 11tga.tx with black hair but is described in tailor shop Initmodel.c as blond, while face maker has a blackhair portrait referenced.

The Pirate11 case is just the opposite.

Shouldn't the gm and tga files agree?

Just what portraits should be lined up with which Pirate?

Confused <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/dunno.gif" style="vertical-align:middle" emoid=":shrug" border="0" alt="dunno.gif" />
 
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