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JRH quest

Cool things I see:
- People standing on terraces (can you walk there or is it just quest "move" scenes? Either way, it's COOL! And shows familiar locations from new angles too.)
- Black-robed monks and a skeleton monk too. You got me curious. <img src="style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" />
- <i>ROOF</i> fight? <img src="style_emoticons/<#EMO_DIR#>/piratesing.gif" style="vertical-align:middle" emoid=":shock" border="0" alt="piratesing.gif" />
- MANY new character skins! That always adds a lot to the quests, I think. New special quest characters! <img src="style_emoticons/<#EMO_DIR#>/danse1.gif" style="vertical-align:middle" emoid=":dance" border="0" alt="danse1.gif" />
- New bedroom location and new main character (who's he?)
- Lots of smoke in a tavern. Is it on fire?
- Foggy flooded mine shaft! And what's with that guy having a skull on his back? <img src="style_emoticons/<#EMO_DIR#>/piratesing.gif" style="vertical-align:middle" emoid=":shock" border="0" alt="piratesing.gif" />
- Big pirate meeting in some sort of new location.
- New church/cellar/basement location!
- New house location with view at the port!
- Main character holding two books and what appears to be STEPHEN MATURIN <i>WITH</i> VIOLIN! <img src="style_emoticons/<#EMO_DIR#>/24.gif" style="vertical-align:middle" emoid=":rofl" border="0" alt="24.gif" />
- Shipwreck cove/city of abandoned ships? Ship hulls with huts on top. <img src="style_emoticons/<#EMO_DIR#>/me.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="me.gif" />

Those screenshots are absolutely fascinating, Jack! <img src="style_emoticons/<#EMO_DIR#>/bow.gif" style="vertical-align:middle" emoid=":bow" border="0" alt="bow.gif" />

AND new sounds. What's that #11 supposed to be? <img src="style_emoticons/<#EMO_DIR#>/laugh.gif" style="vertical-align:middle" emoid="xD:" border="0" alt="laugh.gif" />
 
People on terrace: No sorry I'm not able to expand the walking areas. So there will be some jumping. But they can move, talk and fights are possible. There are many 'off pist' situations.

Black monks are not from a monastary. The skeleton is their 'admiral'.

New characters yes I have exaggerated. They are very many: Rogers officers & crew, monks, dead crew, friends & a bunch of pirate captains.

There is also (very) many new locations. Not really new but retextured and/or AOP ones.

The only new about the maincharacter is that he changes outfit often. There is also a female char for choice.

Smoke in tavern is main char trying his luck with the distillery. Not so lucky it seems - only seconds from total disaster.

The old mine is flooded & foggy sometimes. How can I take advantage of that?
The skull is meant to look like he's carrying it under his arm. What for?

Pirate meeting at Charles Vane's hideout. Location is the attic of the destroyed AOP barn.

Church is only retextured (bricks). Looks like a 1300:th century gothic small swedish church .

House location is a 'cannon tower' (lighthouse) guarding the pirates secret place.

The two books are supposed to be a medicine chest on the back & a surgery kit in his hand.
Yes it's the apothecary out on a little trip.

Shipwrecks is an idea of prison ships I saw in a book: worn out ships used as prisons. Just for fun, no quest meaning so far.

#11 is Maturin getting carried away when he finally gets the Stratocastrius.

I hope it will take some hours to play the quest. There is quite a lot to explore.
 
<!--quoteo(post=300884:date=Feb 12 2009, 02:19 AM:name=Jack Rackham)--><div class='quotetop'>QUOTE (Jack Rackham @ Feb 12 2009, 02:19 AM) <a href="index.php?act=findpost&pid=300884"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->People on terrace: No sorry I'm not able to expand the walking areas. So there will be some jumping. But they can move, talk and fights are possible. There are many 'off pist' situations.<!--QuoteEnd--></div><!--QuoteEEnd-->Still cool. <img src="style_emoticons/<#EMO_DIR#>/razz.gif" style="vertical-align:middle" emoid=":razz" border="0" alt="razz.gif" />

<!--quoteo(post=300884:date=Feb 12 2009, 02:19 AM:name=Jack Rackham)--><div class='quotetop'>QUOTE (Jack Rackham @ Feb 12 2009, 02:19 AM) <a href="index.php?act=findpost&pid=300884"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->New characters yes I have exaggerated. They are very many: Rogers officers & crew, monks, dead crew, friends & a bunch of pirate captains.<!--QuoteEnd--></div><!--QuoteEEnd-->I don't mind this kind of exaggeration. Build 14 is going to be over 1 GB anyway, whichever way you put it. <img src="style_emoticons/<#EMO_DIR#>/mybad.gif" style="vertical-align:middle" emoid=":facepalm" border="0" alt="mybad.gif" />

<!--quoteo(post=300884:date=Feb 12 2009, 02:19 AM:name=Jack Rackham)--><div class='quotetop'>QUOTE (Jack Rackham @ Feb 12 2009, 02:19 AM) <a href="index.php?act=findpost&pid=300884"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->There is also (very) many new locations. Not really new but retextured and/or AOP ones.<!--QuoteEnd--></div><!--QuoteEEnd-->Where did you add all those new locations? I'd actually like to have a whole bunch of the locations on the new islands replaced, because they all look alike.

<!--quoteo(post=300884:date=Feb 12 2009, 02:19 AM:name=Jack Rackham)--><div class='quotetop'>QUOTE (Jack Rackham @ Feb 12 2009, 02:19 AM) <a href="index.php?act=findpost&pid=300884"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Smoke in tavern is main char trying his luck with the distillery. Not so lucky it seems - only seconds from total disaster.

#11 is Maturin getting carried away when he finally gets the Stratocastrius.<!--QuoteEnd--></div><!--QuoteEEnd-->LOL! I love some good humour in quests. <img src="style_emoticons/<#EMO_DIR#>/24.gif" style="vertical-align:middle" emoid=":rofl" border="0" alt="24.gif" />

<!--quoteo(post=300884:date=Feb 12 2009, 02:19 AM:name=Jack Rackham)--><div class='quotetop'>QUOTE (Jack Rackham @ Feb 12 2009, 02:19 AM) <a href="index.php?act=findpost&pid=300884"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->The old mine is flooded & foggy sometimes. How can I take advantage of that?
The skull is meant to look like he's carrying it under his arm. What for?<!--QuoteEnd--></div><!--QuoteEEnd-->Might I assume that you do know the answer to these questions and are just teasing me? <img src="style_emoticons/<#EMO_DIR#>/razz.gif" style="vertical-align:middle" emoid=":razz" border="0" alt="razz.gif" />

<!--quoteo(post=300884:date=Feb 12 2009, 02:19 AM:name=Jack Rackham)--><div class='quotetop'>QUOTE (Jack Rackham @ Feb 12 2009, 02:19 AM) <a href="index.php?act=findpost&pid=300884"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Church is only retextured (bricks). Looks like a 1300:th century gothic small swedish church .

House location is a 'cannon tower' (lighthouse) guarding the pirates secret place.

Shipwrecks is an idea of prison ships I saw in a book: worn out ships used as prisons. Just for fun, no quest meaning so far.<!--QuoteEnd--></div><!--QuoteEEnd-->All sounds quite brilliant and should add some nice variety in the game! <img src="style_emoticons/<#EMO_DIR#>/w00t.gif" style="vertical-align:middle" emoid=":woot" border="0" alt="w00t.gif" />

<!--quoteo(post=300884:date=Feb 12 2009, 02:19 AM:name=Jack Rackham)--><div class='quotetop'>QUOTE (Jack Rackham @ Feb 12 2009, 02:19 AM) <a href="index.php?act=findpost&pid=300884"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->The two books are supposed to be a medicine chest on the back & a surgery kit in his hand.
Yes it's the apothecary out on a little trip.<!--QuoteEnd--></div><!--QuoteEEnd-->LOL! <img src="style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" />
What about weapons vs those carried items? Although I really like it, it strikes me as rather dangerous to walk around with a medicine chesk and surgery kit in your hands and no weapons. Unless you can whack somebody over the head with them. <img src="style_emoticons/<#EMO_DIR#>/whippa.gif" style="vertical-align:middle" emoid=":whipa" border="0" alt="whippa.gif" />
And can you fire off the medicine chest? <img src="style_emoticons/<#EMO_DIR#>/rolleyes.gif" style="vertical-align:middle" emoid=":rolleyes:" border="0" alt="rolleyes.gif" />

<!--quoteo(post=300884:date=Feb 12 2009, 02:19 AM:name=Jack Rackham)--><div class='quotetop'>QUOTE (Jack Rackham @ Feb 12 2009, 02:19 AM) <a href="index.php?act=findpost&pid=300884"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I hope it will take some hours to play the quest. There is quite a lot to explore.<!--QuoteEnd--></div><!--QuoteEEnd-->That sounds great! I love extensive and interesting quests. I just don't usually have the time to play them. But I'll be sure to play this one (and all the others) as soon as they're working and I have the time. <img src="style_emoticons/<#EMO_DIR#>/laugh.gif" style="vertical-align:middle" emoid="xD:" border="0" alt="laugh.gif" />
 
<!--quoteo(post=300914:date=Feb 12 2009, 06:46 AM:name=Jack Rackham)--><div class='quotetop'>QUOTE (Jack Rackham @ Feb 12 2009, 06:46 AM) <a href="index.php?act=findpost&pid=300914"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Ok Pieter here are 12 more.<!--QuoteEnd--></div><!--QuoteEEnd-->VERY nice. Some more cool stuff I note:
- Pistol in the fireplace (can you pick it up?)
- Gay shopkeeper??? OldWoman body with a male head? UH? <img src="style_emoticons/<#EMO_DIR#>/piratesing.gif" style="vertical-align:middle" emoid=":shock" border="0" alt="piratesing.gif" />
- Skeleton monkey in town. <img src="style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" />
- Cozy tavern scene
- More atmospheric caves
- Lighthouse exterior with ships; NICE! Why is the image higher than it's wide though? <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />
- One item spread out over three items? HUH? <img src="style_emoticons/<#EMO_DIR#>/piratesing.gif" style="vertical-align:middle" emoid=":shock" border="0" alt="piratesing.gif" />
- It's rather dark, but is that a church on a beach/in a jungle? Is anyone thinking Dead Man's Chest? <img src="style_emoticons/<#EMO_DIR#>/poet.gif" style="vertical-align:middle" emoid=":hmm" border="0" alt="poet.gif" />
- Interesting jungly house thing. <img src="style_emoticons/<#EMO_DIR#>/me.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="me.gif" />
- New ability. WITH cool image. <img src="style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" />
 
There are 4 large complex of locations: Rogers residence, mine/prison, Vane's hideout & Rogers port/prizeships.
I'm not sure if they fit in somewhere else but I agree with you.
I think we should use AOP INSIDE locations as much as possible: then we have 7 taverns instead of 3 etc etc. Retexture all once and we have (almost) 14.

Yes of course I want to make you interested in what's going on in the quest ...
What's the story behind it all?

Med chest & surg kit are GUN & BLADE item types so you can't equip any weapons too. (In the quest you're not attacked while carrying these.) I guess there are other ways to add .gm models to a character. I havn't learned about it yet.

The pistol in the fireplace is a quest pick up item yes.

I'm not sure if Dave's gay but he sure likes to dress up funny. (Strange voice too)

First meeting with the monkey is in a GPS ...

Actors in the tavern scene: Rogers, his navigator Dampier and a citizen later to be recognized as a contemporary author.

Loading image size must be a mistake.

Med chest opened takes 2 or 3 positions, closed 1.

I have not seen Dead mans chest. But you're right a church ruin instead of the "sunken" pirate house.
 
<!--quoteo(post=300933:date=Feb 12 2009, 12:53 PM:name=Jack Rackham)--><div class='quotetop'>QUOTE (Jack Rackham @ Feb 12 2009, 12:53 PM) <a href="index.php?act=findpost&pid=300933"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->There are 4 large complex of locations: Rogers residence, mine/prison, Vane's hideout & Rogers port/prizeships.
I'm not sure if they fit in somewhere else but I agree with you.<!--QuoteEnd--></div><!--QuoteEEnd-->How have you handled them right now? How do you access them? Through a quest reload or can you actually walk there?

<!--quoteo(post=300933:date=Feb 12 2009, 12:53 PM:name=Jack Rackham)--><div class='quotetop'>QUOTE (Jack Rackham @ Feb 12 2009, 12:53 PM) <a href="index.php?act=findpost&pid=300933"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I think we should use AOP INSIDE locations as much as possible: then we have 7 taverns instead of 3 etc etc. Retexture all once and we have (almost) 14.<!--QuoteEnd--></div><!--QuoteEEnd-->Indeed. Funnily enough, Short Jack Gold was saying we don't have enough different taverns only a couple of days ago. Indeed with our expanding archipelago, the reuse of interior locations becomes really obvious. For outside locations, we have done a lot of improvement to give most town a special look, but not for interior locations.

<!--quoteo(post=300933:date=Feb 12 2009, 12:53 PM:name=Jack Rackham)--><div class='quotetop'>QUOTE (Jack Rackham @ Feb 12 2009, 12:53 PM) <a href="index.php?act=findpost&pid=300933"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Med chest & surg kit are GUN & BLADE item types so you can't equip any weapons too. (In the quest you're not attacked while carrying these.) I guess there are other ways to add .gm models to a character. I havn't learned about it yet.<!--QuoteEnd--></div><!--QuoteEEnd-->If you're not attacked, then there is no problem. I have NO idea if there is any other way of add a GM model to a character; as far as I'm aware, nobody has managed before. The only thing that was done was to add additional models into the character GM model itself, but that would mean you need a different character model for each and every possibly set of carried itself. That's of course not a very good idea, so I'd rather have guns and blades used if you're not attacked anyway.
One question: There might not be quest attacks, but how do you prevent random ones?

<!--quoteo(post=300933:date=Feb 12 2009, 12:53 PM:name=Jack Rackham)--><div class='quotetop'>QUOTE (Jack Rackham @ Feb 12 2009, 12:53 PM) <a href="index.php?act=findpost&pid=300933"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I'm not sure if Dave's gay but he sure likes to dress up funny. (Strange voice too)<!--QuoteEnd--></div><!--QuoteEEnd-->LOL! <img src="style_emoticons/<#EMO_DIR#>/24.gif" style="vertical-align:middle" emoid=":rofl" border="0" alt="24.gif" />

<!--quoteo(post=300933:date=Feb 12 2009, 12:53 PM:name=Jack Rackham)--><div class='quotetop'>QUOTE (Jack Rackham @ Feb 12 2009, 12:53 PM) <a href="index.php?act=findpost&pid=300933"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->First meeting with the monkey is in a GPS ...<!--QuoteEnd--></div><!--QuoteEEnd-->A... Global Positioning System? Sounds a bit... anachronistic. <img src="style_emoticons/<#EMO_DIR#>/mybad.gif" style="vertical-align:middle" emoid=":facepalm" border="0" alt="mybad.gif" />

<!--quoteo(post=300933:date=Feb 12 2009, 12:53 PM:name=Jack Rackham)--><div class='quotetop'>QUOTE (Jack Rackham @ Feb 12 2009, 12:53 PM) <a href="index.php?act=findpost&pid=300933"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Med chest opened takes 2 or 3 positions, closed 1.<!--QuoteEnd--></div><!--QuoteEEnd-->You can open and close the thing? That's fascinating! <img src="style_emoticons/<#EMO_DIR#>/danse1.gif" style="vertical-align:middle" emoid=":dance" border="0" alt="danse1.gif" />

<!--quoteo(post=300933:date=Feb 12 2009, 12:53 PM:name=Jack Rackham)--><div class='quotetop'>QUOTE (Jack Rackham @ Feb 12 2009, 12:53 PM) <a href="index.php?act=findpost&pid=300933"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I have not seen Dead mans chest. But you're right a church ruin instead of the "sunken" pirate house.<!--QuoteEnd--></div><!--QuoteEEnd-->There is a fight scene on an abandoned island around a church. If you don't care to watch the film, check the trailer. There's a bit of that scene in there. <img src="style_emoticons/<#EMO_DIR#>/yes.gif" style="vertical-align:middle" emoid=":yes" border="0" alt="yes.gif" />
 
Its so cool, experiencing a guy disappear for two years and then return, coming up with more quest-content than there is in the main quest hehe!
Think about all the bragging rights and the wow-factor You would have achieved for at least a week, even if you only produced a texture, Jack Rackham <img src="style_emoticons/<#EMO_DIR#>/biggrin.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin.gif" />
 
You'll get access to the quest locations bit by bit; new doors are found/opened etc (keys, levers, steplocks, characters opening them). The complexes are connected (get connected after some progress).

If not busy with this thing I would like to dig into that retexturing/distribution of locations on the islands.

Is different models really a problem? My mainchar changes outfit often and even if only the texture differs it gets many models .
You have a point Pieter about random attacks. I'm not prepared for that.

I tried to make a joke in english (powdermonkey).

Med chest is locked at start, and you'll experience serious problems just to open that thing.
 
<!--quoteo(post=300941:date=Feb 12 2009, 03:07 PM:name=Jack Rackham)--><div class='quotetop'>QUOTE (Jack Rackham @ Feb 12 2009, 03:07 PM) <a href="index.php?act=findpost&pid=300941"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->You'll get access to the quest locations bit by bit; new doors are found/opened etc (keys, levers, steplocks, characters opening them). The complexes are connected (get connected after some progress).<!--QuoteEnd--></div><!--QuoteEEnd-->Sounds great! <img src="style_emoticons/<#EMO_DIR#>/w00t.gif" style="vertical-align:middle" emoid=":woot" border="0" alt="w00t.gif" />

<!--quoteo(post=300941:date=Feb 12 2009, 03:07 PM:name=Jack Rackham)--><div class='quotetop'>QUOTE (Jack Rackham @ Feb 12 2009, 03:07 PM) <a href="index.php?act=findpost&pid=300941"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->If not busy with this thing I would like to dig into that retexturing/distribution of locations on the islands.<!--QuoteEnd--></div><!--QuoteEEnd-->Don't bother; your quest is clearly more important. Other people can work on copying AoP taverns. <img src="style_emoticons/<#EMO_DIR#>/wink.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink.gif" />

<!--quoteo(post=300941:date=Feb 12 2009, 03:07 PM:name=Jack Rackham)--><div class='quotetop'>QUOTE (Jack Rackham @ Feb 12 2009, 03:07 PM) <a href="index.php?act=findpost&pid=300941"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Is different models really a problem? My mainchar changes outfit often and even if only the texture differs it gets many models .<!--QuoteEnd--></div><!--QuoteEEnd-->The main issue is that adding an additional model to a GM isn't all that easy.
I recommend you keep things as they are for now to prevent extensive amounts of work.
I'd rather have your quest finished as soon as you can; you can always change the character models later. <img src="style_emoticons/<#EMO_DIR#>/razz.gif" style="vertical-align:middle" emoid=":razz" border="0" alt="razz.gif" />

<!--quoteo(post=300941:date=Feb 12 2009, 03:07 PM:name=Jack Rackham)--><div class='quotetop'>QUOTE (Jack Rackham @ Feb 12 2009, 03:07 PM) <a href="index.php?act=findpost&pid=300941"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->You have a point Pieter about random attacks. I'm not prepared for that.<!--QuoteEnd--></div><!--QuoteEEnd-->Maybe we can find a way to prevent random attacks completely during that part of the quest. After all, there already is code somewhere preventing characters from being attacked by the AI if they have no weapon equipped at all.

<!--quoteo(post=300941:date=Feb 12 2009, 03:07 PM:name=Jack Rackham)--><div class='quotetop'>QUOTE (Jack Rackham @ Feb 12 2009, 03:07 PM) <a href="index.php?act=findpost&pid=300941"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Med chest is locked at start, and you'll experience serious problems just to open that thing.<!--QuoteEnd--></div><!--QuoteEEnd--><img src="style_emoticons/<#EMO_DIR#>/24.gif" style="vertical-align:middle" emoid=":rofl" border="0" alt="24.gif" /> !!! <img src="style_emoticons/<#EMO_DIR#>/24.gif" style="vertical-align:middle" emoid=":rofl" border="0" alt="24.gif" />
 
We have found out how we can make proper lighting, there is an ingame editing mode and it just requires pushing some buttons <img src="style_emoticons/<#EMO_DIR#>/wink.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink.gif" />. You can find the 'how to' in the tutorial thread. Awesome modding I must say.
 
<!--quoteo(post=300943:date=Feb 12 2009, 11:26 AM:name=Pieter Boelen)--><div class='quotetop'>QUOTE (Pieter Boelen @ Feb 12 2009, 11:26 AM) <a href="index.php?act=findpost&pid=300943"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec--><!--quoteo(post=300941:date=Feb 12 2009, 03:07 PM:name=Jack Rackham)--><div class='quotetop'>QUOTE (Jack Rackham @ Feb 12 2009, 03:07 PM) <a href="index.php?act=findpost&pid=300941"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->You have a point Pieter about random attacks. I'm not prepared for that.<!--QuoteEnd--></div><!--QuoteEEnd-->Maybe we can find a way to prevent random attacks completely during that part of the quest. After all, there already is code somewhere preventing characters from being attacked by the AI if they have no weapon equipped at all.
<!--QuoteEnd--></div><!--QuoteEEnd-->There are some simple switch to momentally turn vice city mod on in a specific location, as well than patrols, etc.
 
True. But that only works for those locations then; I don't know how JRH's quest handles it,
but if there's no limit on which locations you can visit at that point, then we'd need to set the vice city off flag for all locations in the game.
So depending on if that's the case, it might be easier to try and figure out something else.
Maybe some code to prevent you from being attacked unless you have a normal blade or pistol equipped?
 
<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->I don't know how JRH's quest handles it,
but if there's no limit on which locations you can visit at that point, then we'd need to set the vice city off flag for all locations in the game.<!--QuoteEnd--></div><!--QuoteEEnd-->
There are no limits but: Mainchar is 'expected' to visit the 4 Rdm town & port locations with those medical chest. Maybe it's enough to make some limits there. If he gets tired of the quest and decides to go somewhere else he has to equip himself with some real weapons anyway.

<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->We have found out how we can make proper lighting, there is an ingame editing mode and it just requires pushing some buttons . You can find the 'how to' in the tutorial thread.<!--QuoteEnd--></div><!--QuoteEEnd-->
If it's the ccc tutorial you mean I have had no luck with it so far.

<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->Mings modeled those guns in. I think you can do the same, if you saved a pistol model as a "character" (to do that, just leave the ship/location box unchecked) and then apply them to the model with the edit scene. Then you save it as vrml, bind the animation and save it as .gm.<!--QuoteEnd--></div><!--QuoteEEnd-->
Thanks for the tip Thomas - I'll try it one day. If I could get this to work the attack problem would be solved.
 
In that case just setting the vcskip attribute on for those Redmond locations for the duration of that episode of the quest should work just fine. If you take a detour, you'll have to defend yourself. <img src="style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" />

Thomas' suggestion with the lighting is not (directly) related to the CC tutorial. It's a discovery damski62 made recently. See <a href="http://forum.piratesahoy.net//index.php?s=&showtopic=11380&view=findpost&p=296326" target="_blank">this post</a>.
 
This still looks really cool! <img src="style_emoticons/<#EMO_DIR#>/razz.gif" style="vertical-align:middle" emoid=":razz" border="0" alt="razz.gif" />

Some things I just thought of:

- Yesterday I ran into some code that enables you to add a <i>pchar.vcskip</i> attribute if you don't want any random enemies generated at some point in the quest at all.
This opposed to the location.vcskip attribute I mentioned earlier.
Might be useful for the parts in the quest where you've got books and musical instruments equipped instead of blades and guns.

- I just noticed you mentioned COL files earlier, so I thought you might be interested to know that <i>damski62</i> discovered that the game can generate COL files itself.
<a href="http://forum.piratesahoy.net//index.php?s=&showtopic=11380&view=findpost&p=296326" target="_blank">See here</a> for how it's done.
 
Thanks for your hints Pieter, I'll check that out one day. I'm still working a lot on the quest: 7/10 puzzles done now. How about the work with loading images, am I to produce pictures with or without text? (about the last thing for me to do)
 
For Build 14 we've made completely new generic loading screens with a new style. <a href="http://forum.piratesahoy.net//index.php?s=&showtopic=12683&view=findpost&p=303642" target="_blank">See here</a> for those.
Since all the location-specific loading screens are all in different styles and some are not updated for the latest location-work and some don't even exist,
it is my intention to have all location-specific loading screens in the game replaced as well.

If you would be willing to, it'd be great if you could use the new style for your loading screens; that'd save effort later.
At the request of Thomas the Terror, who is also making some loading screens for new locations, I uploaded my template file here:
<a href="http://www.piratesahoy.net/build/temp/+%20TEMPLATE%20Loading%20Screen.7z" target="_blank">http://www.piratesahoy.net/build/temp/+%20...ing%20Screen.7z</a>
<a href="http://www.piratesahoy.net/build/temp/Font%20Name%20Dolphin.zip" target="_blank">http://www.piratesahoy.net/build/temp/Font...e%20Dolphin.zip</a>
<a href="http://www.piratesahoy.net/build/temp/Font%20Loading%20Baker_Signet_BT.zip" target="_blank">http://www.piratesahoy.net/build/temp/Font...r_Signet_BT.zip</a>
The other two links are fonts. The "Doplhin" font is used by the template; the other one looks similar to a font used on the original game's loading screens.

As for text vs. no text, Pirate_KK hasn't had much luck with have text-through-code on the loading screens,
so we decided to go with keeping texts on the image files themselves.
However, we'll make sure not to add the town/island names to them, since those can change depending on whether you have the Real Caribbean mod enabled or not.
So any ports/towns would just have the texts "Port" or "Town" on the screen without the name.
After all, what's not there can't be wrong, right? <img src="style_emoticons/<#EMO_DIR#>/wink.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink.gif" />
 
Just a short note: for the location-loading-screens you can remove the "New Horizons" logo from the template.
Thomas the Terror did that for his new Havana loading screens too and I think it's a good idea.
 
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