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Giant explorable ship guts

alan_smithee

Corsair
Storm Modder
After seeing the three new decks designed for the A&M Mod, which are utterly superb, and after Pieter reminded me of the old project, I wanted to give another go at linking all areas of a ship (larder, gunroom, galley, etc.) to have one big playground environment. Problem is I am still stuck where I was before: At the very beginning of the game, speaking with Malcolm, I can leave through the front door ("locatorc2" at the very bottom of quest locations.c, in Pieter's compilation), find myself in the desired location (in this case the open deck of the ship; I'd also like to try and use Inez' tool to make a few of the other ship decks playable areas), then turn around and go back to where I came from.

But once I've left the tutorial deck and started the game, and enter my cabin again from sea, I can't activate that door anymore. There's the 'unlocked' icon, but no matter how hard I click the spacebar it just won't do anything. Halp!
 
I assume that the controls don't work like in landlocations cause the whole sea environment is kept running while you are in the cabin. Which means the "activate door" key doesn't work. Easy fix: set the tutorial_deck door locator to autoreload like this:

// ccc experimental door to deck
// NK 05-04-06 fix l1 to l2 for this
Locations[n].reload.l2.name = "reloadc2";
Locations[n].reload.l2.go = "Ship_deck";
Locations[n].reload.l2.emerge = "locator2";
Locations[n].reload.l2.label = "Deck";
Locations[n].reload.l2.autoreload = "1";

Attached is a questlocations.c file which lets you walk through the cabindoor to the "Pirate bark" deck and back <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />

Looking forward to adventures in your ship guts <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/yes.gif" style="vertical-align:middle" emoid=":yes" border="0" alt="yes.gif" /> (Ever read David Donachie's "The Devil's Own Luck"? Thrilling sex and crime deep below the belt of a Nelson-era 74 )
 
Open the file with WinRar, then open the file inside. It works a bit... odd. But it works. I hope. It usually does for me.
 
Cheers Pieter nice one with the Islands looking forward to being able to explore some of them when the bugs are ironed out <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/par-ty.gif" style="vertical-align:middle" emoid=":cheers" border="0" alt="par-ty.gif" /> <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/bow.gif" style="vertical-align:middle" emoid=":bow" border="0" alt="bow.gif" />
 
Long, long, long probably. I don't know if anyone's working at it at the moment. We haven't really heard from Screwface lately... <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />
 
<!--QuoteBegin-CouchcaptainCharles+Aug 19 2005, 04:38 PM--><div class='quotetop'>QUOTE(CouchcaptainCharles @ Aug 19 2005, 04:38 PM)</div><div class='quotemain'><!--QuoteEBegin-->I assume that the controls don't work like in landlocations cause the whole sea environment is kept running while you are in the cabin. Which means the "activate door" key doesn't work. Easy fix: set the tutorial_deck door locator to autoreload like this:

// ccc experimental door to deck
// NK 05-04-06 fix l1 to l2 for this
Locations[n].reload.l2.name = "reloadc2";
Locations[n].reload.l2.go = "Ship_deck";
Locations[n].reload.l2.emerge = "locator2";
Locations[n].reload.l2.label = "Deck";
Locations[n].reload.l2.autoreload = "1";

Attached is a questlocations.c file which lets you walk through the cabindoor to the "Pirate bark" deck and back <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />

Looking forward to adventures in your ship guts <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/yes.gif" style="vertical-align:middle" emoid=":yes" border="0" alt="yes.gif" />  (Ever read David Donachie's "The Devil's Own Luck"? Thrilling sex and crime deep below the belt of a Nelson-era 74 )
<div align="right">[snapback]128501[/snapback]</div><!--QuoteEnd--></div><!--QuoteEEnd-->

<img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/hi.gif" style="vertical-align:middle" emoid=":gday" border="0" alt="hi.gif" /> Nice.
CCC, I like the one to the "Gundeck"
You wouldn't by chance happen to have the link back from there would you?
 
It seems to work quite fine, but not 100% yet. I went to sail, entered my cabin, went to the ship's deck, then back into the cabin. When trying to exit the cabin again, the game crashed. When I tried this during the tutorial, Malcolm wouldn't talk to me anymore. Hope this can still be fixed, because it's lots of fun to walk around your boat. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" />
 
I'll try when I'm on the home computer, thanks. I also need to research the way ships were laid out, to place the rooms properly... In my understanding the captain's cabin would be top-aft, leading out to the open deck.

And I'll look up that book; -really- been getting into Patrick O'Brien over the past year. Almost got all his stuff under my proverbial belt.
 
<!--QuoteBegin-Pieter Boelen+Aug 20 2005, 07:55 PM--><div class='quotetop'>QUOTE(Pieter Boelen @ Aug 20 2005, 07:55 PM)</div><div class='quotemain'><!--QuoteEBegin-->It seems to work quite fine, but not 100% yet. I went to sail, entered my cabin, went to the ship's deck, then back into the cabin. When trying to exit the cabin again, the game crashed. When I tried this during the tutorial, Malcolm wouldn't talk to me anymore. Hope this can still be fixed, because it's lots of fun to walk around your boat. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" />
<div align="right">[snapback]128565[/snapback]</div><!--QuoteEnd--></div><!--QuoteEEnd-->
Maybe the reload process that connects landlocations can't be used if you want to return to seaview afterwards. As I said, Alexus B did a hell of a job with the cabin mod cause the whole sea environment (weather, shippositions, state of fighting etc.) is all being restored when you return from the cabin. Doing a reload between two decklocations may mess this up.

Possible solutions (only vague ideas):
-connect the shiplocations not with the reloading that we use between landlocations, but with a process similar to AlexusB's (see BOAL_cabin.c) or the loading of the boarding decks

-forfeit the stored sea environment if you go the the "shipguts". Would IMHO be even more realistic: if you spent some time in the hold shippositions WILL have changed if you return to deck. To make this let the "uppermost" exit from the hold perform a Sea_Reload to seaview instead of returning to the cabin.

Probably AB knows more about this.


<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->CCC, I like the one to the "Gundeck"
You wouldn't by chance happen to have the link back from there would you?<!--QuoteEnd--></div><!--QuoteEEnd-->
Sorry, not in the near future. Apart from the problem above the gundeck has no doorlocator <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />
 
But doorlocators are no problem at all, I'll just put them in wherever appropriate. This'll be even better than my previous attempt because this will have actual "reload" locators instead of this system I had cobbled together using a bunch of code to make the game read "loc" types as reloads.
 
"AlexusB's (see BOAL_cabin.c) or the loading of the boarding decks"
The two are pretty much identical, IIRC; technically, loading the cabin is just running boarding without enemies. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/wink.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink.gif" />
(And with LAI_IsBoardingProcess() returning false, too)
 
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