• New Horizons on Maelstrom
    Maelstrom New Horizons


    Visit our website www.piratehorizons.com to quickly find download links for the newest versions of our New Horizons mods Beyond New Horizons and Maelstrom New Horizons!

Jack Sparrow quest

Pieter Boelen

Navigation Officer
Administrator
Storm Modder
Hearts of Oak Donator
So now that I confirmed the Bartolomeu quest is working in Alpha 9 Patch 1, it's time to get the Jack Sparrow one sorted.
When I have so more time, I'll play it all the way through properly.

In the meantime, I have used to Billy Brock shortcut to put myself at the Port Royale "grand entrance" scene.
This seemed to work quite alright, though when I had to fight my way to the blacksmith (uh... shipyard), I was attacked by two soldiers,
but I <i>didn't</i> get the danger sign flashing, nor did my swordfighting "auto-aim" for those soldiers! Never saw that before! <img src="style_emoticons/<#EMO_DIR#>/piratesing.gif" style="vertical-align:middle" emoid=":shock" border="0" alt="piratesing.gif" />

Then after the fight with Will Turner, I ended up in jail, but the soldier coming to talk to me seemed rather mute.
The dialog didn't cause any errors, but the text seemed to be missing. After the dialog, nothing else happened and I was stuck.

Applicable error logs:<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->RUNTIME ERROR - file: quests\quests.c; line: 414
invalid index -1 [size:1750]
RUNTIME ERROR - file: quests\quests.c; line: 414
function 'CharacterFromID' stack error
RUNTIME ERROR - file: characters\characters_login.c; line: 195
Using reference variable without initializing
RUNTIME ERROR - file: characters\characters_login.c; line: 195
AClass ERROR n1
RUNTIME ERROR - file: characters\characters_login.c; line: 195
function 'ChangeCharacterAddressGroup' stack error
RUNTIME ERROR - file: characters\characters_login.c; line: 138
integer function return string value
RUNTIME ERROR - file: Loc_ai\types\LAi_stunned.c; line: 319
uninitialized aref
RUNTIME ERROR - file: Loc_ai\types\LAi_stunned.c; line: 319
null ap
RUNTIME ERROR - file: Loc_ai\types\LAi_stunned.c; line: 319
no rAP data
RUNTIME ERROR - file: Loc_ai\types\LAi_stunned.c; line: 321
uninitialized aref
RUNTIME ERROR - file: Loc_ai\types\LAi_stunned.c; line: 321
AClass ERROR n1
RUNTIME ERROR - file: Loc_ai\types\LAi_stunned.c; line: 321
process event stack error<!--c2--></div><!--ec2-->
And just for good measure, here's the system.log entries:<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->Character animation: not set idle action: "StandUp"
Unable to open resource\sounds\Gr_Teague Sparrow
Unable to open resource\sounds\Gr_Matthew Shaw
Unable to open resource\sounds\Gr_Thomas the Terror
Unable to open resource\sounds\Gr_Drunk Billy
Unable to open resource\sounds\Gr_Annabella_Brin
Unable to open resource\sounds\Gr_Drunk Billy
Unable to open resource\sounds\VOICE\ENGLISH\Beggar_01.wav
Unable to open resource\sounds\OBJECTS\shipcharge\ship_bow
DIALOG: Invalid text or links, emergency exit! (last link = )<!--c2--></div><!--ec2-->
Possibly the sound errors might also be interesting to Hook.
 
Sounds:

I think we're going to have to start consolidating Gr_* files. Each one takes an alias entry. We don't have that many to spare. Remember you once mentioned that every individual didn't need his own greeting? The alternative is to play all greetings as stereo sounds, which works but the effect isn't nearly as good.

I'm not sure why there's a [beggar] entry in the sound aliases but the file it references doesn't exist. Same with [beggar_spa]. References to those should probably be set to either beggars_eng, beggars_fra or beggars_spa. That would free up 2 alias name.

I just noticed there are two beggars_fra entries in sound_alias.ini. The second should be beggars_spa.

Apparently something is trying to play OBJECTS\shipcharge\ship_bow directly but forgot to add the .wav to the end of the file. Check the Morris Murtogg_dialog.c file. Just add .wav to the end of the sound mentioned in two places.

Hook
 
Note: the sound system is already set up so that if a character's greeting is defined as a specific .wav file instead of a Gr_ alias, it will play properly as a stereo sound for that character. This might be a good way to handle individual characters we only see a couple of times in the game.

The only place "Gr_Teague Sparrow" is mentioned in my code is in Storyline\LegendJackSparrow\characters\init\TempQuest.c. Probably the same for the other missing Gr_ aliases.

Hook
 
<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->I'm not sure why there's a [beggar] entry in the sound aliases but the file it references doesn't exist. Same with [beggar_spa]. References to those should probably be set to either beggars_eng, beggars_fra or beggars_spa. That would free up 2 alias name.<!--QuoteEnd--></div><!--QuoteEEnd-->
What happen to my beggars sounds?! Hook, you mean you don't have Beggar_spa.wav and Beggar_01.wav I added from Seadogs several times already? Damn, this game is cursed!

Those sounds should play when Henry the beggar in Redmond uses the beg animation (as he is the only beggar ingame for the moment). You should hear 'Her, mercy on the poor!", or else 'can you spare a coin señor?' as well, if you are in the Devlin opera storyline.
Those are not greeting played during dialog. It's like the street merchant and the warrior sounds.

Apart from that, feel free to scrap all the beggars_eng, beggars_fra and beggars_spa. I don't think there are much usefull, I think I had even commented out the code that called those.


Edit : I've re-added the original .rar file in my folder on the ftp. The two sound files are there. But damn, this mod is more than a year old! (see <a href="http://forum.piratesahoy.net//index.php?showtopic=11620&st=0&p=239221&hl=beggar&#entry239221" target="_blank">there</a> and <a href="http://forum.piratesahoy.net//index.php?showtopic=12209&st=40&p=282301&hl=beggar&#entry282301" target="_blank">there</a>)
 
The three beggars_* sounds are still used in LAi_poor.c.

At least with the new sound system you'll hear them if they're played, and they even play from the right direction. <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" /> The volume for those kinds of sounds will be a little lower than the other dialog though. This is probably appropriate, as they're more for background noise than anything else.

Hook
 
I'm pretty sure the beggars (eg. just Henry for now) were working right at some point; does it really not work anymore?
Anyway, I'll check it and re-add the files to the next patch, if required.

<!--quoteo(post=309610:date=Mar 29 2009, 11:09 PM:name=Hook)--><div class='quotetop'>QUOTE (Hook @ Mar 29 2009, 11:09 PM) <a href="index.php?act=findpost&pid=309610"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Note: the sound system is already set up so that if a character's greeting is defined as a specific .wav file instead of a Gr_ alias, it will play properly as a stereo sound for that character. This might be a good way to handle individual characters we only see a couple of times in the game.<!--QuoteEnd--></div><!--QuoteEEnd-->Agreed, that's probably best. We just can't waste INI entries on characters that in certain storylines you never see and in others you see only a couple of times. And we would need to give similar characters the same greeting, instead of giving way too many of them seperate greetings. <img src="style_emoticons/<#EMO_DIR#>/mybad.gif" style="vertical-align:middle" emoid=":facepalm" border="0" alt="mybad.gif" />

<!--quoteo(post=309610:date=Mar 29 2009, 11:09 PM:name=Hook)--><div class='quotetop'>QUOTE (Hook @ Mar 29 2009, 11:09 PM) <a href="index.php?act=findpost&pid=309610"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->The only place "Gr_Teague Sparrow" is mentioned in my code is in Storyline\LegendJackSparrow\characters\init\TempQuest.c. Probably the same for the other missing Gr_ aliases.<!--QuoteEnd--></div><!--QuoteEEnd-->Indeed; I think it was added to the INI code by Short Jack Gold because it was working, but then your recent work on that probably removed it again. Which is good actually; we need to use your above suggestion for those kind of characters instead. <img src="style_emoticons/<#EMO_DIR#>/yes.gif" style="vertical-align:middle" emoid=":yes" border="0" alt="yes.gif" />
 
Is there any chance you could redo the Jack Sparrow quest character greetings as per Hook's suggestion, Short Jack Gold?
 
<!--quoteo(post=309765:date=Mar 30 2009, 02:32 PM:name=Pieter Boelen)--><div class='quotetop'>QUOTE (Pieter Boelen @ Mar 30 2009, 02:32 PM) <a href="index.php?act=findpost&pid=309765"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Is there any chance you could redo the Jack Sparrow quest character greetings as per Hook's suggestion, Short Jack Gold?<!--QuoteEnd--></div><!--QuoteEEnd-->
Yes. <img src="style_emoticons/<#EMO_DIR#>/laugh.gif" style="vertical-align:middle" emoid="xD:" border="0" alt="laugh.gif" />
 
Brilliant! <img src="style_emoticons/<#EMO_DIR#>/w00t.gif" style="vertical-align:middle" emoid=":woot" border="0" alt="w00t.gif" />
 
Got the greetings back using the PlaySound("VOICE\ENGLISH\xxxxxxxx.wav") comand.
So I will take out the respective Greeting entry for these characters in the ALIAS\Greetings_english file.
 
I think the entries are already removed in Patch 1 so you don't need to do that again. <img src="style_emoticons/<#EMO_DIR#>/wink.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink.gif" />
You set the character greetings to <i>VOICE\ENGLISH\xxxxxxxx.wav</i> in the character init files, right?
There should be no need to add special greeting sound lines to the characters' dialog files.
 
<!--quoteo(post=310080:date=Apr 1 2009, 03:14 AM:name=Pieter Boelen)--><div class='quotetop'>QUOTE (Pieter Boelen @ Apr 1 2009, 03:14 AM) <a href="index.php?act=findpost&pid=310080"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I think the entries are already removed in Patch 1 so you don't need to do that again. <img src="style_emoticons/<#EMO_DIR#>/wink.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink.gif" /><!--QuoteEnd--></div><!--QuoteEEnd-->Don't think so. They were still there in my game. (If not overwritten by Patch then they may be my previous code).
<!--quoteo(post=310080:date=Apr 1 2009, 03:14 AM:name=Pieter Boelen)--><div class='quotetop'>QUOTE (Pieter Boelen @ Apr 1 2009, 03:14 AM) <a href="index.php?act=findpost&pid=310080"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->You set the character greetings to <i>VOICE\ENGLISH\xxxxxxxx.wav</i> in the character init files, right?
There should be no need to add special greeting sound lines to the characters' dialog files.<!--QuoteEnd--></div><!--QuoteEEnd-->Right now I am adding greeting sound lines to the character's dialogs as I want them to say different things at different times.
A bit of trial and error at the moment - can't get the film sound clips to play (maybe a format issue although they are in .wav).
Tipman is working as I want - One dialog for talking to him when no special event is taking place, others when he is saying something specific to the game play. (Fits well for his character).
Currently working on others. There is a real need for the additional sound clips being worked on as the range available is limited, especially for female characters.
We will see.

The general sound/music repairs by Hook are working splendidly for me (heard the dog! <img src="style_emoticons/<#EMO_DIR#>/laugh.gif" style="vertical-align:middle" emoid="xD:" border="0" alt="laugh.gif" /> ) and the background chatter etc. is certainly adding atmosphere.
<img src="style_emoticons/<#EMO_DIR#>/me.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="me.gif" />
 
<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->The general sound/music repairs by Hook are working splendidly for me (heard the dog! laugh.gif ) and the background chatter etc. is certainly adding atmosphere.<!--QuoteEnd--></div><!--QuoteEEnd-->
Alright! <img src="style_emoticons/<#EMO_DIR#>/biggrin.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin.gif" /> So all the volumes of various sounds are within reasonable limits? Have you heard a thunderstorm yet? It's impressive.

I added the code to play .wav files from characters mostly to handle gun sounds which didn't want to play properly otherwise and would have taken too many alias entries to add all the custom sounds. The fact we can use them for dozens of new custom greeting sounds is just serendipity. Gotta love it when things accidentally go right for a change. <img src="style_emoticons/<#EMO_DIR#>/biggrin.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin.gif" />

Hook
 
<!--quoteo(post=310198:date=Apr 1 2009, 12:23 PM:name=Hook)--><div class='quotetop'>QUOTE (Hook @ Apr 1 2009, 12:23 PM) <a href="index.php?act=findpost&pid=310198"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec--><!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->The general sound/music repairs by Hook are working splendidly for me (heard the dog! laugh.gif ) and the background chatter etc. is certainly adding atmosphere.<!--QuoteEnd--></div><!--QuoteEEnd-->
Alright! <img src="style_emoticons/<#EMO_DIR#>/biggrin.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin.gif" /> So all the volumes of various sounds are within reasonable limits? Have you heard a thunderstorm yet? It's impressive.

Hook
<!--QuoteEnd--></div><!--QuoteEEnd-->Thunderstorm - yes, VERY impressive as is the overall general "chat/noises/music" going on in the background. <img src="style_emoticons/<#EMO_DIR#>/me.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="me.gif" />
And I would add - the cannon sounds - trajectory noise etc. terrific!

As you asked - My only issue - and for me, this has been so since I started playing the game way back when, is the WALKING SOUNDS.
In general these seem loud to me. As a generalisation, in real life you don't hear people walking <u>above</u> other ambient sounds.
On wooden walkways it sounds like someone is building a shed with hammer and nails, especially if there are a few people about.
Can that volume be reduced?
If so then I would class it as perfect.
 
About the movie sound clips, it seems the game is VERY picky about what it acceps. Certain sound files have been known to crash the game even if they're saved in the exact same format as the game's original sound files. Possibly there exist programs that save the files in "just the right way", but you'd need to do some experimenting to find a program that saves .wav files that the game does accept. <img src="style_emoticons/<#EMO_DIR#>/modding.gif" style="vertical-align:middle" emoid=":modding" border="0" alt="modding.gif" />
 
About the movie sound clips, it seems the game is VERY picky about what it acceps. Certain sound files have been known to crash the game even if they're saved in the exact same format as the game's original sound files. Possibly there exist programs that save the files in "just the right way", but you'd need to do some experimenting to find a program that saves .wav files that the game does accept. <img src="style_emoticons/<#EMO_DIR#>/modding.gif" style="vertical-align:middle" emoid=":modding" border="0" alt="modding.gif" />
 
Hi all,

is there a walkthrough for this somewhere?

I decided to help the excise girl and came as far as trading info with C Eastwood on Nevis. But Miss Brinkley is not to be found in the strange house contrary to Mr Eastwoods claim. Another woman is.

This a trap or what?

Regards, Oldtimer
 
<!--quoteo(post=310216:date=Apr 1 2009, 01:23 PM:name=Short Jack Gold)--><div class='quotetop'>QUOTE (Short Jack Gold @ Apr 1 2009, 01:23 PM) <a href="index.php?act=findpost&pid=310216"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->As you asked - My only issue - and for me, this has been so since I started playing the game way back when, is the WALKING SOUNDS.
In general these seem loud to me. As a generalisation, in real life you don't hear people walking <u>above</u> other ambient sounds.
On wooden walkways it sounds like someone is building a shed with hammer and nails, especially if there are a few people about.
Can that volume be reduced?
If so then I would class it as perfect.<!--QuoteEnd--></div><!--QuoteEEnd-->
That's interesting because I can barely hear the walking sounds. I remember hearing the sounds when walking through grass in the earlier version of the game (and on another computer), but the sound is now so faint I can barely hear it at all. All the walking sounds are like that for me.

If the walking sounds are that loud for you, then it's likely that other sounds are too loud on your system as well. Especially the ones where I had to change the volume to get the sound to play at a similar volume to other sounds of the same type, like dialogs when we had both 3D and stereo dialog sounds.

I don't know of any good way of fixing that short of providing a second sound_alias.ini file with lowered volumes. Which can be done, I guess.

You might want to experiment with the walking sounds (they're the first ones in the sound_alias file) and set the minDistance, maxDistance and Volume back to what they were in an earlier version of that file. If there are any other sounds that are too loud, please let me know.

I was afraid something like this would happen. I'd love to adjust my sound drivers to use a different coding, but I can't find anywhere to adjust. I've changed the setting for my speakers from 5.1 to normal stereo, but it doesn't make any difference, and always goes back to 5.1 after a reboot. Suggestions would be appreciated.

Edit: Actually, my system defaults to 7.1, not 5.1 If I set speakers to 5.1 some of the 3d sounds mess up pretty badly. Try setting your speakers to stereo, or whatever setup you have on your system, and see if that makes any difference. (Why the heck it defaults to 7.1 is beyond me, and probably ends up using standard stereo anyway).

Hook
 
<!--quoteo(post=310232:date=Apr 1 2009, 03:54 PM:name=Oldtimer)--><div class='quotetop'>QUOTE (Oldtimer @ Apr 1 2009, 03:54 PM) <a href="index.php?act=findpost&pid=310232"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Hi all,

is there a walkthrough for this somewhere?

I decided to help the excise girl and came as far as trading info with C Eastwood on Nevis. But Miss Brinkley is not to be found in the strange house contrary to Mr Eastwoods claim. Another woman is.

This a trap or what?

Regards, Oldtimer<!--QuoteEnd--></div><!--QuoteEEnd-->Absolutely not a trap <span style='color:#000000;background:#000000'>Brinkley should be there - but dead and Turner should talk to you about it.</span>

(As your wife would say) WHO IS this OTHER woman? <img src="style_emoticons/<#EMO_DIR#>/laugh.gif" style="vertical-align:middle" emoid="xD:" border="0" alt="laugh.gif" />
 
<!--quoteo(post=310261:date=Apr 1 2009, 05:08 PM:name=Hook)--><div class='quotetop'>QUOTE (Hook @ Apr 1 2009, 05:08 PM) <a href="index.php?act=findpost&pid=310261"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->That's interesting because I can barely hear the walking sounds. I remember hearing the sounds when walking through grass in the earlier version of the game (and on another computer), but the sound is now so faint I can barely hear it at all. All the walking sounds are like that for me.

If the walking sounds are that loud for you, then it's likely that other sounds are too loud on your system as well. Especially the ones where I had to change the volume to get the sound to play at a similar volume to other sounds of the same type, like dialogs when we had both 3D and stereo dialog sounds.

I don't know of any good way of fixing that short of providing a second sound_alias.ini file with lowered volumes. Which can be done, I guess.

You might want to experiment with the walking sounds (they're the first ones in the sound_alias file) and set the minDistance, maxDistance and Volume back to what they were in an earlier version of that file. If there are any other sounds that are too loud, please let me know.<!--QuoteEnd--></div><!--QuoteEEnd-->
The walking sounds, right from the time I loaded the vanilla game years ago, have ALWAYS been loud.
Other than that, the balance to me, for music, street noises and conversation is really good. I have even taken to wearing headphones now when playing, as the sound is THAT good, except for the walking.
The music is on a quieter level, which in town and when talking, is good. When at sea or alone, it does of course "seem" louder, but obviously because you are not listening to anything else.
Dialog sound is at the correct level as far as I am concerned and is in "balance" with the overall sound track. People talking in the background are quieter than the dialog sound of a character I am talking to.
I will play with the min/max distance and let you know.
Hope that helps.
 
Back
Top