• New Horizons on Maelstrom
    Maelstrom New Horizons


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JRH quest

Anyway, I'm disabling this whole new camera thingey again. It people want it, Game Preferences allows them to switch it on.
 
Sounds good. There is a switch? Even better. :onya:onya

It IS possible to set the dialog camera as you wish in certain quest cases.
Have to learn that - probably easier than adding a locator and make pchar turn to it.
In which dialog file can I find that example? :read

Another thing: I notice that the sidestep now is limited to a meter or two. The old case was very convenient
for exploring off pist areas far away. Is there any chance we can have a switch (for modders) to that.
 
Have to learn that - probably easier than adding a locator and make pchar turn to it.
This is what I've used:
Code:
        case "Captured_on_Oxbay5":
            locCameraRight(NPChar); // <-------------------------------------------------------
            Ship_Detonate(pchar, true, false);
            Ship_Detonate(pchar, true, false);
            Ship_Detonate(pchar, true, false);
            Ship_Detonate(pchar, true, false);
            dialog.text = DLG_TEXT[220] + pchar.lastname + DLG_TEXT[221];
            Link.l1 = DLG_TEXT[222];
            Link.l1.go = "Captured_on_Oxbay6";
            RemoveCharacterEquip(pchar, BLADE_ITEM_TYPE);
            RemoveCharacterEquip(pchar, GUN_ITEM_TYPE);
            EnableEquip(pchar, BLADE_ITEM_TYPE, false);
            EnableEquip(pchar, GUN_ITEM_TYPE, false);
        break;
Another thing: I notice that the sidestep now is limited to a meter or two. The old case was very convenient
for exploring off pist areas far away. Is there any chance we can have a switch (for modders) to that.
Hmm, I'll see if I can remember to do that next time I do a WinMerge with WIP 12. Perhaps I can then speed up the sidestep too; if you just want to go place, then it is a rather slow method, isn't it?
I suppose the Free Camera mode isn't good enough? You need the actual coordinates. :facepalm
 
Another thing: I notice that the sidestep now is limited to a meter or two. The old case was very convenient
for exploring off pist areas far away. Is there any chance we can have a switch (for modders) to that.
As a simple solution, have you tried increasing these InternalSettings values?
Code:
// Motion control
#define STRAIF_DIST                        1.0        // FLOAT - added by MAXIMUS for Corsairs-III models (useless description, isn't it)<==Maybe it so, but this float MUST be unalterable, so - no description needed (Maximus)
#define SIDESTEP_DIST                    0.05    // FLOAT - Off=0.0, distance traveled per step when sidestepping.
#define SIDESTEP_DELAY                    10        // INT - Default=100, time delay in milliseconds between sidesteps. 1000 / this * dist = rate per second
#define SIDESTEP_CHECK                    0        // BOOL - Off=0, Default=1, Prevent player from teleporting out of location via sidestep. DOESN'T WORK!
 
Is that good enough for you or does more need to be done on the sidestep?
One thing I thought of is having a different value for left and right sidestep. That way, you could quickly go near where you want to go by going left,
then fine-tune the position by going right. Would that help?
 
That STRAIF_DIST is used by CIII models only though. And now that the code is rewritten, it is much too large.
So that's why I removed that #define altogether and just made it use the SIDESTEP_DIST one. :facepalm
 
Hmm I got it in wip14. You mean you removed it after that?
If so can it be back, with a warning or something? :confused:
 
Indeed I removed it after that. That's why I asked if you'd prefer one value for left and one for right.
Then you wouldn't need to switch models to increase the sidestepping speed.
 
Indeed I removed it after that. That's why I asked if you'd prefer one value for left and one for right.
Yes please, I really would like that. :yes
It's getting difficult to work otherwise. :modding
 
I was wondering.... now that the worldmap has been completely rearranged, do your items_maps2.tga.tx and mapBB#.tga.tx files need updating?
They still use the old version.... :unsure
 
I was wondering.... now that the worldmap has been completely rearranged, do your items_maps2.tga.tx and mapBB#.tga.tx files need updating?
Indeed they do. I have thought about it but they're getting important
only in the next part of WoodesRogers so I let them be for now.
(Have not planned exactly where things going to happen yet)
:shrug
 
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