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JRH quest

Pieter, I switched to here and continue to think loud:

... or maybe as a sidequest to make the original game more rich. For ex using some reward items from my quest could be fun in the standard storyline too. Maybe I don't have to worry about Redmond tavern collisions - as far as I remember it: they switch to a quest taven when they need to (well let 'them'), they'll swith back again after Danielle/Fawn/jail or so. So the Woodes-Rogers quest (or what it's called) may start as soon as you arrive to Redmond (where you want to go anyway).

Do Silehard and father Bernard appear at all if standard storyline is skipped?
Which town is 'QC' now?
Visited Port-au-Prince (what a good music!) and noticed I couldn't walk through an added cart in the street. Can 'we' change walkingfiles?
 
<!--quoteo(post=328967:date=Jun 15 2009, 01:24 PM:name=Jack Rackham)--><div class='quotetop'>QUOTE (Jack Rackham @ Jun 15 2009, 01:24 PM) <a href="index.php?act=findpost&pid=328967"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->... or maybe as a sidequest to make the original game more rich. For ex using some reward items from my quest could be fun in the standard storyline too.<!--QuoteEnd--></div><!--QuoteEEnd-->If you add your side-quest code to PROGRAM\QUESTS\quests_common.c, it'll be available in ALL storylines.
Otherwise it'll only be available in the storyline you add it to.

<!--quoteo(post=328967:date=Jun 15 2009, 01:24 PM:name=Jack Rackham)--><div class='quotetop'>QUOTE (Jack Rackham @ Jun 15 2009, 01:24 PM) <a href="index.php?act=findpost&pid=328967"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Maybe I don't have to worry about Redmond tavern collisions - as far as I remember it: they switch to a quest taven when they need to (well let 'them'), they'll swith back again after Danielle/Fawn/jail or so. So the Woodes-Rogers quest (or what it's called) may start as soon as you arrive to Redmond (where you want to go anyway).<!--QuoteEnd--></div><!--QuoteEEnd-->How exactly does the quest start and in what way would/could it cause interference?

<!--quoteo(post=328967:date=Jun 15 2009, 01:24 PM:name=Jack Rackham)--><div class='quotetop'>QUOTE (Jack Rackham @ Jun 15 2009, 01:24 PM) <a href="index.php?act=findpost&pid=328967"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Do Silehard and father Bernard appear at all if standard storyline is skipped?<!--QuoteEnd--></div><!--QuoteEEnd-->Silehard is a standard-storyline-only character. There's governor Brin in the other storylines.
And in the Jack Sparrow storyline, there'll be some messing around with the Jamaica governor every now and then.
First there'll be Brin, until he's replaced with governor Swan and then Beckett also takes over the position of governor at times.
Most governors end up using the original Silehard dialog file though, so you can just add to that and it should be fine. <img src="style_emoticons/<#EMO_DIR#>/dunno.gif" style="vertical-align:middle" emoid=":shrug" border="0" alt="dunno.gif" />

Father Bernard is a generally available character if I recall correctly.

<!--quoteo(post=328967:date=Jun 15 2009, 01:24 PM:name=Jack Rackham)--><div class='quotetop'>QUOTE (Jack Rackham @ Jun 15 2009, 01:24 PM) <a href="index.php?act=findpost&pid=328967"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Which town is 'QC' now?<!--QuoteEnd--></div><!--QuoteEEnd-->Pirate Settlement on Nevis.

<!--quoteo(post=328967:date=Jun 15 2009, 01:24 PM:name=Jack Rackham)--><div class='quotetop'>QUOTE (Jack Rackham @ Jun 15 2009, 01:24 PM) <a href="index.php?act=findpost&pid=328967"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Visited Port-au-Prince (what a good music!) and noticed I couldn't walk through an added cart in the street. Can 'we' change walkingfiles?<!--QuoteEnd--></div><!--QuoteEEnd-->Which added cart is that? I'm not near my game, so I can't check right now.
I imagine it was placed on the spot where a different thing used to be; I don't think any walk file modification was done.
However, Maya + tools should enable us to do pretty much all we want, including changing walk files and fixing lighting and who knows what.
We've only just begun experimenting with what is possible. <img src="style_emoticons/<#EMO_DIR#>/dunno.gif" style="vertical-align:middle" emoid=":shrug" border="0" alt="dunno.gif" />
 
<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->If you add your side-quest code to PROGRAM\QUESTS\quests_common.c, it'll be available in ALL storylines.<!--QuoteEnd--></div><!--QuoteEEnd-->
Besides all other compability questions with other modders my hero (Nath Hawk) has to trade away his outfit and gets another one which is upgraded throughout the quest. So it's not a good idea to add this sidequest to any other modders worlds. They'll lose their heroes.

Another thing: I've prepared for a choice of male/female character (sounds, outfits all the way). Wonder how that can be handled now?

Still like the idea of a standard sidequest... wonder if I could export the standard storyline to 'my storyline'?

<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->How exactly does the quest start and in what way would/could it cause interference?<!--QuoteEnd--></div><!--QuoteEEnd-->Quest starts with Woodes Rogers inviting you to the tavern for a small talk.

Tavern is used as a central place to connect two different parts of the Rogers' residence and often run through (all 4 exits used) If changed to 'quest Redmond tavern' ... I think it'll be ok!

I've used Silehard & Bernard among others as hostages. Fake characters, but you must be able to recognize Silehard as the Governor.

For info: At times bartender Windem is absent ('sick') and the tavern closed down temporary. Also the loanshark closes in one sequence (out of money). Hope this doesn't interfere too much with normal gameplay.
 
You can always restore the character model. pchar.oldmodel = pchar.model when you trade away your outfit, then pchar.model = pchar.oldmodel at the end of the quest.
I suppose players won't be occupied with "normal" gameplay while they're playing your quest. As long as everything goes back to normal afterwards... <img src="style_emoticons/<#EMO_DIR#>/dunno.gif" style="vertical-align:middle" emoid=":shrug" border="0" alt="dunno.gif" />
What do you mean of "export standard storyline to your storyline"? <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />

From what I gather, your quest WOULD lend itself well to being it's own storyline.
But sidequest for standard would work too. That'd at least give players a reason to play standard again.
Copying the quest to other storylines could then be done by actually copying the code to those and making it work there.
But that is of no concern until the quest is finished in the first place. <img src="style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" />

How have you handled the male/female thing at the moment? Based on pchar.sex or something?
Eventually you would be able to select any and all character model in the "Customize Character" interface.
That'll be an add-on for Selectable Storylines. The button's already there, but greyed-out, since the interface isn't there yet.

I wonder about using Silehard in other storylines. Could use Redmond.governor.name/model instead or something like that?
^ Note: That is NOT code that would work, it's just meant to explain the suggestion. So it'd always be the Port Royale governor?
 
<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->I suppose players won't be occupied with "normal" gameplay while they're playing your quest. As long as everything goes back to normal afterwards...<!--QuoteEnd--></div><!--QuoteEEnd-->
Maybe that's a way yes.

<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->What do you mean of "export standard storyline to your storyline"?<!--QuoteEnd--></div><!--QuoteEEnd-->
I meant copying the main quest to a new storyline where my quest is added as a sidequest. (quest_reaction or so)

Male/female is based on pchar.sex yes.

And no the quest is far from done.
 
<!--quoteo(post=329244:date=Jun 15 2009, 11:06 PM:name=Jack Rackham)--><div class='quotetop'>QUOTE (Jack Rackham @ Jun 15 2009, 11:06 PM) <a href="index.php?act=findpost&pid=329244"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I meant copying the main quest to a new storyline where my quest is added as a sidequest. (quest_reaction or so)<!--QuoteEnd--></div><!--QuoteEEnd-->You're not actually replacing any standard storyline stuff, are you? If so, you shouldn't need to add it to a copy; you can just add it to the original. <img src="style_emoticons/<#EMO_DIR#>/dunno.gif" style="vertical-align:middle" emoid=":shrug" border="0" alt="dunno.gif" />

<!--quoteo(post=329244:date=Jun 15 2009, 11:06 PM:name=Jack Rackham)--><div class='quotetop'>QUOTE (Jack Rackham @ Jun 15 2009, 11:06 PM) <a href="index.php?act=findpost&pid=329244"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Male/female is based on pchar.sex yes.<!--QuoteEnd--></div><!--QuoteEEnd-->In that case the "Modify Character" option would solve that, wouldn't it? <img src="style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" />

<!--quoteo(post=329244:date=Jun 15 2009, 11:06 PM:name=Jack Rackham)--><div class='quotetop'>QUOTE (Jack Rackham @ Jun 15 2009, 11:06 PM) <a href="index.php?act=findpost&pid=329244"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->And no the quest is far from done.<!--QuoteEnd--></div><!--QuoteEEnd-->Aaagh - I am so looking forward to it...! <img src="style_emoticons/<#EMO_DIR#>/rolleyes.gif" style="vertical-align:middle" emoid=":rolleyes:" border="0" alt="rolleyes.gif" />
 
<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->QUOTE (Jack Rackham @ Jun 15 2009, 11:06 PM)
I meant copying the main quest to a new storyline where my quest is added as a sidequest. (quest_reaction or so)
You're not actually replacing any standard storyline stuff, are you? If so, you shouldn't need to add it to a copy; you can just add it to the original.<!--QuoteEnd--></div><!--QuoteEEnd-->

I'm sorry for my bad english Pieter. If I have got it right there are 2 ways now:

1) Add my quest as a sidequest to the main quest. It will also become sidequest to ALL other storylines.

2) Make a new storyline. The main quest will not be there.

If I want the main quest + my sidequest and no interference with other storylines - what to do?
 
There's three options:

1) Add your sidequest to ALL storylines by adding the quest code to PROGRAM\QUESTS\quests_common.c

2) Add your sidequest to one storyline by adding the quest code to PROGRAM\Storyline\[Storyline]\QUESTS\quests_reaction.c/both_reaction.c

3) Make your sidequest into a seperate storyline

You'll be wanting option #2, which is very much possible. Storyline is "standard" for the original main quest. <img src="style_emoticons/<#EMO_DIR#>/doff.gif" style="vertical-align:middle" emoid=":doff" border="0" alt="doff.gif" />
 
<img src="style_emoticons/<#EMO_DIR#>/me.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="me.gif" />
 
But... it's going to be really impressive when it's done. Just make sure you post here if there's anything you need help with. <img src="style_emoticons/<#EMO_DIR#>/yes.gif" style="vertical-align:middle" emoid=":yes" border="0" alt="yes.gif" />
 
Hope it will be a good quest yes.
There is one thing: I've just started trying the new way of making COL files. Some sliders etc. Now this is an COAS inside location (largehouse01) and I wonder if someone could give me a quick guidance of what sliders to push etc. I think I got that there should be something like 8 COL-files. <img src="style_emoticons/<#EMO_DIR#>/wacko.gif" style="vertical-align:middle" emoid=":wacko:" border="0" alt="wacko.gif" />

Opening the loclighter file from ingame shows 10 (cases?) of day, evening, morning & night AND even more 'inside' ones. Are these some preset lighting cases or what? Or a better question: how do I behave to create 'largehouse01_EVENING2.COL' for ex? Any help would speed up things for me. <img src="style_emoticons/<#EMO_DIR#>/type_1.gif" style="vertical-align:middle" emoid=":nk" border="0" alt="type_1.gif" />
 
Ask Damski62, Screwface or Thomas the Terror; they know. I'd like some sort of proper tutorial on doing it;
I want to fix up the BigHouse4 lighting files. <img src="style_emoticons/<#EMO_DIR#>/mybad.gif" style="vertical-align:middle" emoid=":facepalm" border="0" alt="mybad.gif" />
 
I just wanted to say hallo... :dance

COAS lighting files: It ended up I used the CCC way with these values:

POTC COAS
morning 42 23
day 83 42
evening 42 42
night 17 17

maybe not perfect but it works.
 
Still working (a lot) on my quest, no estimated date when it will finished. Making a puzzle concerning alchemy, gunnery and elevators right now. I cannot show any more screenshots as I have used all my available space. :boom
 
The screenshots are here for anyone who doesn't know:
http://www.pyratesahoy.com/potc/Jack%20Rackham/screenshots%20JRH%20quest
They look INSANELY interesting. ME WANTS TO PLAY!!!
Of course even if you DO release it, I still won't have time until December. :razz
 
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