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Last NKPreBuild13 version

v_Grimmelshausen

Landlubber
I opened this topic for NK to post in here whiich is the latest version of his prebuild13 file, since in the new structured forum it´s easy to loose the topic where that was posted. Perhaps a mod could make it a sticky, so we´re all up to date with the latest development <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/icon_wink.gif" style="vertical-align:middle" emoid=";)" border="0" alt="icon_wink.gif" /> ?
 
Currently the latest is NK_fleets_pre13_050502.zip but I'm going to try to make fleets toggleable--and the fleets code in that archive is /not/ really stable yet.
If you want the latest non-fleet (i.e. more stable) release, it's NK_b13pre_050422.zip and/or Screwface's merged version of that. But my code in it still has some bugs.

I should have the fixes merged backwards, and the fleets more stable (and preferably toggleable) today.

NB that that fleets archive does /not/ have Screwface's or CCC's latest. Pieter merged that in, and I'm merging my latest fleet stuff into what he sent.

So, um, it's all in flux.
 
<!--QuoteBegin-NathanKell+May 4 2005, 10:30 PM--><div class='quotetop'>QUOTE(NathanKell @ May 4 2005, 10:30 PM)</div><div class='quotemain'><!--QuoteEBegin-->NB that that fleets archive does /not/ have Screwface's or CCC's latest. Pieter merged that in, and I'm merging my latest fleet stuff into what he sent.<!--QuoteEnd--></div><!--QuoteEEnd-->JIKES! That sounds dangerous! Be sure to check that I actually merged all stuff in properly. Actually, I know I didn't, so be sure to keep an eye out for bugs and mistakes on my part!!! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/blink.gif" style="vertical-align:middle" emoid=":blink:" border="0" alt="blink.gif" />
 
Heh. I'll check, but going by what I saw in the modpack it'll be fine. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />
 
If you're also adding my CCC-merge this time, there is at least one point that certainly isn't done right. It's got something to do with dialog files being set to "" or something. I can't quite remember, but I'm certain I didn't do it right, because it was that particular part of code was both changed in one of your Pre 13's and CCC's files, so I didn't know what to make of it anymore. So I just added it both, probably causing my mute citizens problem with that particular codebase.
Might be less work for you to do a whole new merge... <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />
But I would like to keep my attempted on/off toggle for the location generator. Due to it's causing really weird things, I was wanting to have it being turned off somehow.
 
<!--QuoteBegin-NathanKell+May 5 2005, 05:01 AM--><div class='quotetop'>QUOTE(NathanKell @ May 5 2005, 05:01 AM)</div><div class='quotemain'><!--QuoteEBegin-->Heh. I'll check, but going by what I saw in the modpack it'll be fine. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />
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Won't that have the problems of the missing apothecary and the dialog problem with the tattoo artist in the opium den?
 
I believe those two are fixed here. I.e. Pieter used my code as a base to merge the other stuff into, and my code has those fixed (well, at least the apothecary; you were running pre13 and still had the tattoo problem).
 
<!--QuoteBegin-NathanKell+May 5 2005, 05:40 AM--><div class='quotetop'>QUOTE(NathanKell @ May 5 2005, 05:40 AM)</div><div class='quotemain'><!--QuoteEBegin-->I believe those two are fixed here. I.e. Pieter used my code as a base to merge the other stuff into, and my code has those fixed (well, at least the apothecary; you were running pre13 and still had the tattoo problem).
<div align="right">[snapback]103999[/snapback]</div><!--QuoteEnd--></div><!--QuoteEEnd-->

Yep, you had it and I found it, see beta bugs.

It (opium_dialog.c) was just missing // before a comment.
The sound Gr_tattoo however still doesn't work.

Ya know, if it's not too complicated, you could post the character/trader inventory fix and I could use it to get back into Pre 13 ... maybe. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/huhh.gif" style="vertical-align:middle" emoid=":eek:k" border="0" alt="huhh.gif" />
 
Yeah. Sorry about the delay. I didn't want to upload just that and then do a second for fixing fleets, and fixing fleets has snowballed.
For now you can grab the items_utilite.c in the fleets archive (050502) because that already has the fix.
Again, sorry for the delay, & stringing you out... :\
 
Ah, another thing. I'll kinda suddenly be away tomorrow and Friday, so I'm trying to get this done before I go to sleep so I can upload.
Again, sorry to be keeping you & anyone else I've been late in getting back to, waiting. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/sad.gif" style="vertical-align:middle" emoid=":(" border="0" alt="sad.gif" />
 
{echo'd on fleets thread}
fleets050504.zip is the archive.
Note, fleets is still crashing. Dunno why.
Try uncommenting DeleteAttribute(&curfleet,"ships"); in sea.c and that should fix the crashing (but it turns off the persistence of the fleets).

But I can't do any more ATM, nor will I have a chance to be online until Saturday.

Cheers all. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />

Changelog:
Pieter, thanks again for the merging! Now this finally has the screwface and CCC code.
I added a random locs toggle in BuildSettingsCCC.h
Also, you will probably need Screwface's island pack if you don't have a recent version (because he has a couple updated binary files in it)
You'll also need Jack Rackham's new gun and cannon sounds (or turn them off via BS.h toggle).

<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->*changed PGMUS to MUSICSCHEME, fixed handling. Now can add a string to end of music alias, and set MUSICSCHEME to that, and it will be handled (i.e. add a duplicate of music_alias's aliases as "music_XYZ_PGMUS", set MUSICSCHEME to "_PGMUS", and it will use that music).
*fix LAi_NPC_Equip to use chr's rank if passed 0 or -1 for rank.
*add func string FillStringFromAttributes(aref attr) which will output the names of all the top-level attributes of attr.
*added fix to giveitemtotrader to skip pchar.
*added Gr_f_officer and greetings for female officers
*dungeons count as boarding for officer-follow checking.
*added SubtractString() function. Will subtract specified string from base string, either first instance or all instances.
*changed Fantom_SetCharacterGoods() to actually set, not add. For where adding is needed, switched to AddCharacterGoods().
*reorganized console.c and added labels and functions to ease debugging.
* added JRH gunsounds
* added wdmap/islands interop when wdmap island name != island id.
-----
* Screwface: Add KR jungle support to animals.c
* PB formatting in BS.h
* Char_events.c add some secret chests. SF or CCC?
* SF add chars for Hisp, Turks.
* PB change forward/back to WS, add equip to BI controls
* SF add new islands to KAM berthing
* SF add new island reloads for locs to islands_init
* SF in itemsLogic make some boxes for locators
* SF add override false to landencs monsters to loc id Turks_shore_ship
* SF locs_init add Turks, Hisp.
* Add technique case for KR in locs_loader (SF?)
* add rld and goto to mchr group in locs_loader (CCC, probably)
* SF add turks Store to store.h, store_init, storename
* SF add three towns, Port-au-Prince, Tortuga, Grand Turk.
* SF change small_islands define in pictures
* CCC char events new locators and treasure spots
* CCC random locs
* CCC enC_Bandit, Enc_Officer dlg changes
* CCC sneakmod to LEnc_ and LAi_monsters.
* CCC change cittype to always dlg false
* CCC sneakmod change guardian to patrol
* CCC patrol actually patrols in dungeons/forts
* CCC loc\oxbay expanded locs
* CCC locinit new locs, set off hearradius 0.5
* Changed Box_OnLoadLocation to add func Box_FillBox() rather than doing it inside the former. Means code need not be duplicated for ScrewFace.
* changed lai_citizen candialog to not always return false--if it does, it kills ALL citizen dialog...
* add function void DoDailyUpdates(string mask).
* added back old questbook functionality.

* ******NOTE! If you add something to the NextDay handler--or to wdmap's day update--you MUST addit to calendar.c's DoDailyUpdates.*******

* now doing wdmap updates only on nextday, but spread out through day.
* WDMAP reload to sea STILL CRASHES sometimes (on reload persistent fleet).<!--QuoteEnd--></div><!--QuoteEEnd-->
 
<!--QuoteBegin-NathanKell+May 5 2005, 03:39 PM--><div class='quotetop'>QUOTE(NathanKell @ May 5 2005, 03:39 PM)</div><div class='quotemain'><!--QuoteEBegin-->But I can't do any more ATM, nor will I have a chance to be online until Saturday.

Cheers all. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />
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<img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/buds.gif" style="vertical-align:middle" emoid=":drunk" border="0" alt="buds.gif" /> and a happy 05 05 05 to you <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/buds.gif" style="vertical-align:middle" emoid=":drunk" border="0" alt="buds.gif" />
 
Cinco de Mayo in Mexico (and other parts of the world where there is a large Mexican population. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/danse1.gif" style="vertical-align:middle" emoid=":dance" border="0" alt="danse1.gif" /> <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/biggrin.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin.gif" />

Back on topic... I am <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" /> confused. This is the BETA of B13? So if I was to add my Animist quest fix it would be to this version of the Build, correct?
 
<!--QuoteBegin-NathanKell+May 5 2005, 02:16 PM--><div class='quotetop'>QUOTE(NathanKell @ May 5 2005, 02:16 PM)</div><div class='quotemain'><!--QuoteEBegin-->... can grab the items_utilite.c in the fleets archive (050502) because that already has the fix.
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Did that, put it into Pre 13.
Game won't load.
COMPILE ERROR - file: ITEMS\items_utilite.c; line: 895
Invalid Expression
COMPILE ERROR - file: ITEMS\items_utilite.c; line: 895
Undeclared identifier: GetTownIDFromLocID


line in question-> string town = GetTownIDFromLocID(loc);

Soooo, I'll go back to PotcMods.zip to see how Pieter has made out.
 
Aw, darnit. Forgot that I changed town code for fleets. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/mybad.gif" style="vertical-align:middle" emoid=":facepalm" border="0" alt="mybad.gif" />
Argh, time for me to slow down and get this stuff _right_. :\

Sorry.
 
Thanks to Inez's speed work, I was able to implement the combat part of the fleets system, and up the number of fleets to 64 (well, 52 random).

If you want a demo, set FLEET_ALWAYSFIGHT to true, and every fleet will fight every other fleet.
Check the compile.log file for reports on fleet activity.
All fleet globals are centralized in worldmap_globals.c.

Now you will be notified of near fleets, and if they're in the same box, their flags. Also you may be force-reloaded to sea if the fleet is hostile.

Other big change was that I drastically sped up new game creation by redoing how the characters array is checked after init.

Changelog (plus other misc fixes):
<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->* added FindBlankLocSlot()
* fixed longstanding bug where skipequip not actually used if weaponsmod active.
* Inez fixed fleet speed. Now use object array wdmBoxes[1600]
* Fixed fleet persist handling (I think)
* added float GetShipStrength() for abstract combat on wdmap.
* change Silehard's ship from mow1 to mow_gub
------------
* upped fleets to 64
* rewrote encounter finding to need one function and and use one big array.
* changed fleet chance to be from 1 to 10.
* moved postinit stuff from loop in char init to characters.c Character_PostInit().
* added characters\init\PostInit.c which does all post inits straight, rather than in loop. IF YOU INCREASE TOTAL_CHARACTERS YOU *MUST* UPDATE THIS!
* rewrote FindCharacterItemByGroup() to check char.items attribute, not page through items array.
* rewrote Fantom_GetShipType() some for speed, changed ship chance into 1-10 rather than an frnd() check on adding ship.
* added RandMult(float pct) returns multiplier of up to +/-pct
* added fleet combat to box update
* added sailho text
* added auto-reload if hostile fleet and speed better than us and luck check fail.
* added Pieter's gunsmith code, and his moving of all blacksmith funcs to items_utilite.c.<!--QuoteEnd--></div><!--QuoteEEnd-->

File is fleets050511.zip on the FTP and requires the pre13 resources.
 
Oh, and stuff is now put back in the locker. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />
 
Great work, once again. It´s just so hard to keep up to date with new output - no critic meant by that, on the opposite. It´s great how productive this community is, and you, NK, especially <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/me.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="me.gif" />
 
For myself, Aw, shucks. Thanks, it's <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/modding.gif" style="vertical-align:middle" emoid=":modding" border="0" alt="modding.gif" /> fun work though. :]
I agree with you in <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/par-ty.gif" style="vertical-align:middle" emoid=":cheers" border="0" alt="par-ty.gif" /> 'ing the amazing modfolk 'round here though. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />
 
Another update, and once again I'll be out tomorrow and the weekend (though this time I -may- have net access).
Fleets stopping to layover in towns doesn't seem to be working _quite_ yet, and is disabled. Set FLEETS_STOP_AT_TOWNS in worldmap_globals.c to 1 to turn that on.

Also, fast equip code I don't have working quite yet, but I tried a different method.

Changelog:
<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->* fixed bug in GenerateGoodForTrade() where I was doing CheckAttribute(thing.) rather than thing,""). Thus ever my bane. Also, rewrote GenerateGoodForTrade() so it returns prices.
* rewrote trade quest generation so it takes distance and price difference into account when generating pay. Added two TRADEQUEST defines to BS.h for tweaking.
* added town distance handling functions GetTownDistance2D() and *ByID()
* back to twice a day fleet updates.
* add get town position funcs
* add fleet stopovers at towns
* messed with the bottom of LAi_fightparams.c<!--QuoteEnd--></div><!--QuoteEEnd-->

fleets050512.zip
 
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