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greetings sounds

Jack Rackham

ex train dispatcher
Quest Writer
Storm Modder
I hear no greetings sounds any longer. Not in beta 3, 4, or 5. Has anyone messed with this or could it be myself? <img src="style_emoticons/<#EMO_DIR#>/wacko.gif" style="vertical-align:middle" emoid=":wacko:" border="0" alt="wacko.gif" /> Anyone else noticed something of this kind? <img src="style_emoticons/<#EMO_DIR#>/huh.gif" style="vertical-align:middle" emoid=":huh" border="0" alt="huh.gif" />
 
There are a bunch of sounds I'm not hearing any longer, Jack. Though I do hear the occasional greeting, I don't hear the bosun's calls at sea any longer, nor are a number of the other sounds I'm used to hearing working anymore.

I'm currently using build beta 6.

Cap'n Drow
 
yes it seems to vary with the beta. Part of me is happy when i dont get the greeting each time i try to recuit an officer("yes sir?" etc) and haggle them down in price. but then part of me got used to using the dialogues rythm to know where exactly to do my sequence of key strokes so i can complete the process as quickly as possible for as little money as possible. I think the voices were present more often in some of the later betas, i know the pre-build+updates doesnt always have them. Maybe beta4 was the most dialogue active??

Anyway this is something we can hopefuly get right for the build13 release, its been noted now <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />
 
Ok, it´s me that can´t read. I didn´t run the RunMe.bat program! <img src="style_emoticons/<#EMO_DIR#>/blush.gif" style="vertical-align:middle" emoid=":eek:ops" border="0" alt="blush.gif" />

Looks like I´ve not done that for months. Without that it has a nice effect on the game though:
The loading pictures are gone and you go directly (well almost) to another location. I was going to congratulate the coder that took away that crap. <img src="style_emoticons/<#EMO_DIR#>/me.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="me.gif" />
In my opinion the game plays smoother, faster(?), better without those images.
My suggestion now: Can we get rid of it for good? It would be enough with a textlog if you have problems to know where you are.
What do you think out there in the world somewhere?
 
not sure i quite follow - Is what your saying that in your game it doesnt give you loading screens, say when you go from inside Oxbay to Oxbay port, or from the port to sailing mode?! A seemless PotC world would indeed be the ultimate version(dream)!
 
Yes Black Bart it´s the loading screens I´m talking about. It´s easy to take them out one by one. I´m experimenting right now with how to get rid of all in one commando if wanted. Half way there.
 
good luck - hope it doesnt explode! <img src="style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" />

oh and i thought it used the loading screens to well....load in stuff, like ships+islands graphics, people in the town etc? Still it would be awesome if they could be cut down on <img src="style_emoticons/<#EMO_DIR#>/yes.gif" style="vertical-align:middle" emoid=":yes" border="0" alt="yes.gif" />

Keep us all updated on this venture.
 
To me it looks like the loading screens exist only to prevent a dark screen for say 1½ sec while loading.

Maybe it´s no good idea to abort them. It´s nice sometimes, for ex when arriving at a port. I think I stay right now with that I know how to exclude them in specific locations (for specific quest purposes).
 
<img src="style_emoticons/<#EMO_DIR#>/hi.gif" style="vertical-align:middle" emoid=":gday" border="0" alt="hi.gif" /> JR

I wonder if it is the "spinning orb artifact" thing that takes time loading and not the background screens.
 
Yes Petros, I didn´t mean I thought screens take time only that they may exist to fill out (boring) loading time.
 
You can get rid of all the loading screens instantly by renaming the Loading folder RESOURCE\Textures\Loading. I ran a quick test by renaming Loading to xLoading. This will give a lot of system errors, and you might want to keep the progress.tga.tx file, which does the "spinning orb artifact."

There's no reason to believe that this will speed up your game tho. Renaming the file might actually slow it down as the game looks for the folder it needs.

Hook
 
If you want to skip all loading screens at once, PROGRAM\reload
at the end of "int reload( ... "
outcomment this block:

/* if(reload_island_index >= 0)
{
SendMessage(&reload_fader, "ls",FADER_PICTURE,"Loading\" + LanguageGetLanguage() + "\sea.tga");
}else{
int loc_pict_index = reload_location_index;
if(loc_pict_index < 0) loc_pict_index = reload_cur_location_index;
if(loc_pict_index >= 0)
{
if(CheckAttribute(&Locations[loc_pict_index],"image"))
{
SendMessage(&reload_fader, "ls", FADER_PICTURE, Locations[loc_pict_index].image);
}
}
}
*/

no errors



this will skip loading screens except for the first visit to a location:
PROGRAM\reload add this line under "int ReloadToLocation(... "

Locations[location_index].image = "";



This will abort the loading screen for one specific location:
Locations\init\etc replace the locations "image-line" with the line above

// Locations[n].image = "Loading\" + LanguageGetLanguage() +"\Shipyard_01.tga Locations[n].image = "";

I have get used NOT to have these pictures and now find it a little annoying to see that Oxbay image repeated again and again when running in & out of stores/houses.
On the other hand arriving to FdF for the first time it´s nice, almost like a welcome with an image.
 
<!--quoteo(post=169361:date=Oct 31 2006, 09:33 AM:name=Jack Rackham)--><div class='quotetop'>QUOTE(Jack Rackham @ Oct 31 2006, 09:33 AM) [snapback]169361[/snapback]</div><div class='quotemain'><!--quotec-->
this will skip loading screens except for the first visit to a location:
PROGRAM\reload add this line under "int ReloadToLocation(... "

Locations[location_index].image = "";
<!--QuoteEnd--></div><!--QuoteEEnd-->

Hey, THAT is a nice idea <img src="style_emoticons/<#EMO_DIR#>/onya.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="onya.gif" /> Though keep in mind that you change an initialized attribute of that location for good. There is a slight chance that this could cause problems if that attribute is needed elsewhere. E.G. the VC mod once used location.image to determine certain types of random characters. Though currently only the .label attribute is used there.

I also like to play the game without loading screens (actually have that code outcommented for some time, and I can confirm that it causes no errors) The location labels still appear on the screen as text message. I have the feeling that the reloading runs faster, though it may be only a feeling caused by less interuption between locations.
 
Thanks for your answer CCC, my computer has some serious problems & I have to get it fixed so I will be silent for some days. <img src="style_emoticons/<#EMO_DIR#>/ib012.gif" style="vertical-align:middle" emoid=":cry" border="0" alt="ib012.gif" />
 
<!--quoteo(post=169511:date=Nov 1 2006, 12:07 PM:name=Jack Rackham)--><div class='quotetop'>QUOTE(Jack Rackham @ Nov 1 2006, 12:07 PM) [snapback]169511[/snapback]</div><div class='quotemain'><!--quotec-->
Thanks for your answer CCC, my computer has some serious problems & I have to get it fixed so I will be silent for some days. <img src="style_emoticons/<#EMO_DIR#>/ib012.gif" style="vertical-align:middle" emoid=":cry" border="0" alt="ib012.gif" />
<!--QuoteEnd--></div><!--QuoteEEnd-->

that sucks! maybe someone here can help? is there a part of the forum that does tech chat? if not you probably know good sites to go to for advice if needed. I use this one when i have a problem:

<a href="http://www.pcmech.com/" target="_blank">http://www.pcmech.com/</a>

back on the 'sound' thing, i posted this as a possible bug in the beta6 bug thread:

"3. Bug?/sound: Has the levels for 'sound effects' been toned down in beta6? even with it set to maximum, and music+voice turned to one quarter i can hardly hear my chars footsteps now(+other background sounds). weird as it used to be ok?

UPDATE 1/11/06: Ok i set 'effects' to max, music about 2/3(and its still pretty faint), voice/dialogue 2/3 also. No hireable officer dialogues heard, very, very faint footsteps - only can hear them on a beach and at Douwsen(it has those planks on the towns path). I get some random dialogues and voices in the background, i can hear the music but it all seems like much lower settings overall, with the missing npc/hireable officer dialogues."

So its not just voices that are missing in my current beta6 game, but many other spot/incidental sounds - the footsteps i noticed right away - i run mostly silent, even with 'effects' set on maximum volume? I can increase my speaker volume, but i always had it at the 1/4 setting before, and they are loud enough at this setting for older games of PotC and other sound related things, and i dont want to bust them or have to keep changing the setting on them whenever i play PotC. crazy as.
 
Bart, on your sound problem, have you run any windows update, or driver updates in the recent month?

The reason I ask is, the problem you are describing is something that is burried in the game engine code. It is not something modders can directly (or easily) adjust. It would be extremely difficult.

In fact, I think the only way someone could, would have to go through every ini alias file for sounds and mess with ALL the numbers in them. And when I did a peruse of changes since sept6th, no alias files were edited (only one, to add one new greeting for female pirates).

So, the problem either exists always for you in every version of the game, or its something recent you changed on your system (drivers or settings) that could have caused it. ?
 
No hardware/software updates etc. As i said i've changed nothing at all, not even my manual speaker settings.

All i've done is try the various different builds/betas of PotC and noticed from version to version sometimes you get officer voices(when hireing) and sometimes you dont, plus other little sound effect discrepancies. Also since beta6 my effects are super low??
I cant quite nail it down - i'll have to go back try all the different install options to be sure and take proper note of which version does what in terms of the sound.

I was going to do this anyway once the 'locked out' bug was sorted, i also want to check where/when i lost the controls to adjusting gamma/brightness etc. So start over - re-install with maybe just the prebuild13(base) to begin with then note the audio changes etc as i go through the builds to the present beta6.

For beta6 i'm wondering if its anything to do with the apparant different engine.exe that came with the new beta?(i mentioned this in the beta6 bug thread in my long post)

This isnt a huge problem, it doesnt break my game or anything, the gamma correction thing is more of a pain, so i'll just slowly go through the checks and post anything i find.

More testing Ahoy! <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />
 
Ok yeah. Just don't forget to install Build Mod 12.1 first <img src="style_emoticons/<#EMO_DIR#>/wink.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink.gif" /> lol
 
Black Bart, tanks for your link! It was a fan that had stopped & the permanent alarm was trying to kill my nerves for good. <img src="style_emoticons/<#EMO_DIR#>/modding.gif" style="vertical-align:middle" emoid=":modding" border="0" alt="modding.gif" />
 
glad your back - and i've been enjoying the perfect functioning of your ammo mod in the beta7 <img src="style_emoticons/<#EMO_DIR#>/yes.gif" style="vertical-align:middle" emoid=":yes" border="0" alt="yes.gif" />
 
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