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Path to Build 14

kblack

Landlubber
Storm Modder
Hi all.

Now, that Build 13 is finished, I think that is the right moment to start speak about Build 14
So, I want to share with all of you a proposal about the process to reach this new goal:

<u>Two facts:</u>
<i>A risk to avoid:</i> End having just a bunch of disparate mods --> so we need a coherent approach
<i>A quick-win situation:</i> Lots of mods prepared for Post Build 13 pack, that can be used

<u>Definitions:</u>
<b>Basic-mods:</b> Those that change some core-behavior of game, as those related to sailing mode, fighting, relationships, etc...
<b>Collateral-mods</b>: those not related to core-functions, as could be new adventures or stories, new dialogs, new NPCs with its related code....
<b>Content:</b> Mostly graphics, textures, sounds, sails, ships, skins,... i.e things that doesn't change the code.
<b>"skeletal" Build14</b>: a functional version of the expected future Build14, containing only the core mods.


<!--sizeo:3--><span style="font-size:12pt;line-height:100%"><!--/sizeo--><b>Phase 1:</b><!--sizec--></span><!--/sizec-->

- Cleaning code
<i>The actual code is heavy plagued of comments and commented pieces of code inherited from previous stages of PoTC builds.
In my experience, those pieces of commented code, when coding other mods, become prone to confuse the code, or even create bugs when inadvertently "mixing" them with the code.</i>

- Test possibilities
<i>We should test basic things to change, developing small "proofs of concept" just to check if our dreams and desires are more or less realistic, that is, they are codeable.
As an example, in theory is possible to code balls bouncing over the surface... but we had to try to code to see if it's true.
Some things to test: changing ships textures with an interface, changing AI behaviour, see if it's possible to increase dinamically the amount of ship underwater (to model a hull breach)....</i>

- Brainstorming objectives
<i>Here, we should determine the big trends of our future Build 14... what big changes to do, trying to envision a coherent Build, and not just a bunch of mods...
... lets say, a coherents addendums to the main storyline, coherent new adventures and quests, coherent behaviour and characteristics of ships, a coherent ship damage model, etc...</i>

- collecting basic-mods
<i>Delve in the mods already done, but not included in Build 13, to choose those to include in Build 14</i>

<b>End phase:</b> an agreement of the main targets of Build 14, knowing that they are very likely feasible

<!--sizeo:3--><span style="font-size:12pt;line-height:100%"><!--/sizeo--><b>Phase 2</b>:
<!--sizec--></span><!--/sizec-->
- Construct the big mods, those that will made the "skeleton" of Build 14

<i>No more basic or collateral mods or content included now. They will be included, eventually, in next phases.</i>

<b>End phase:</b> an Alpha version of the skeletal Build 14


<!--sizeo:3--><span style="font-size:12pt;line-height:100%"><!--/sizeo--><b>Phase 3:</b>
<!--sizec--></span><!--/sizec-->
<i>Accepting phase for additional content, collateral and basic mods</i>

- Alpha testing of "skeletal" Build 14
- Construct basic-mods and collateral-mods to complete "skeletal" Build 14

<b>End phase result: </b>an stable Alpha version of skeletal Build 14



<!--sizeo:3--><span style="font-size:12pt;line-height:100%"><!--/sizeo--><b>Phase 4:</b>
<!--sizec--></span><!--/sizec-->
<i>No more basic mods accepted
Strong process to accept collateral mods
Additional content allowed
</i>
- Develop a Beta-Build 14, containing 90% of the definitive Build

<b>End Phase Result:</b> a Beta-Build 14 . 90% of expected definitive version.

<!--sizeo:3--><span style="font-size:12pt;line-height:100%"><!--/sizeo--><b>Phase 5:</b>
<!--sizec--></span><!--/sizec-->
Beta testing and Definitive version released

<b>End phase resul</b>t: A BIG PARTY!!!! <img src="style_emoticons/<#EMO_DIR#>/bounce.gif" style="vertical-align:middle" emoid=":b:" border="0" alt="bounce.gif" />
 
here's something for build 14: let the fires produce light in the night. the light coming from lanterns could be used for this. maybe enlarged or just lots light sources in one spot. it would make fires on board a ship for instance much more realistic. it would look awsome during the night!
 
kblack: Good points and excellent presentation. Nice to see someone trying to think ahead and have us all prepared for the future.

MorganTerror: Sadly, dynamic lightsources I don't believe exist in the Storm 2.0 engine, that would actually require basically figuring out how to get the AOP engine working in PotC. I honestly think it will be easier to move the Build into AOP for features like that, rather than regressing the new engine into the older game.

Just my two cents worth, and I could be wrong. But thats just from a modder's view of it.

Cap'n Drow
 
sounds like a very good plan kblack - you and hat should band together to solidify a final game plan imho. he also has a very good grasp on the practical planning steps and terms that could make things run smoothly for new builds.
 
<!--quoteo(post=170515:date=Nov 9 2006, 04:31 AM:name=kblack)--><div class='quotetop'>QUOTE(kblack @ Nov 9 2006, 04:31 AM) [snapback]170515[/snapback]</div><div class='quotemain'><!--quotec-->
- Cleaning code
<i>The actual code is heavy plagued of comments and commented pieces of code inherited from previous stages of PoTC builds.
In my experience, those pieces of commented code, when coding other mods, become prone to confuse the code, or even create bugs when inadvertently "mixing" them with the code.</i><!--QuoteEnd--></div><!--QuoteEEnd-->

In MY experience, having too many comments is a good thing. You can clearly see the path of a situation of code has taken over the course of time. Seeing comments of stuff that flat out did not work. Erasing the past comments, is just asking new modders to repeat all the problems all over again. Then have them scratch their heads on why it doesnt work, then waiting for someone like me to come along and fix everything again.

If anything, I have constantly gotten on Pieters case about removing comments from a build update. It does a disservice to other coders and future coders. Not knowing what 'used' to be there, nor seeing why something was even put there, is a good way to create confusion, and create problems again.

"Mixing" comments into code does not create bugs. Comments are comments.


All the other steps adhere to proper program development and management. Although many people have tried to get the Build Mod going in that sort of direction, it tends to never happen <img src="style_emoticons/<#EMO_DIR#>/wink.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink.gif" /> Main part is, most modders don't even listen to other people. Or they are off in their own world doing stuff, and not even corresponding with others on working together. They would rather just do what they are doing with an old version of the game, then submit it for inclusion. Which of course introduces old bugs already fixed as they submitted old files with broken junk in them.


Lastly, I believe the game has reached the 'end'. It has become clear lately, that the game engine has been pushed to its limits with new content and overly complicated processes and additions. We knew this would come, when the game would just give up the ghost because it can't handle it. The original game engine wasn't built to be infinetly expandable. We've already hit walls with the massive battles and CTDs due to this I believe. New content that could be added, will most likely have to be heavily tested and kept watch over. Some stuff is fine to add, like new quests, new dialog. However MORE characters? MORE ships? MORE towns and island? Thats just asking for trouble.


But anyhoo... good luck with this.
 
<!--quoteo(post=170526:date=Nov 9 2006, 02:22 PM:name=IncredibleHat)--><div class='quotetop'>QUOTE(IncredibleHat @ Nov 9 2006, 02:22 PM) [snapback]170526[/snapback]</div><div class='quotemain'><!--quotec-->
.........

Lastly, I believe the game has reached the 'end'. It has become clear lately, that the game engine has been pushed to its limits with new content and overly complicated processes and additions. We knew this would come, when the game would just give up the ghost because it can't handle it. The original game engine wasn't built to be infinetly expandable. We've already hit walls with the massive battles and CTDs due to this I believe. New content that could be added, will most likely have to be heavily tested and kept watch over. Some stuff is fine to add, like new quests, new dialog. However MORE characters? MORE ships? MORE towns and island? Thats just asking for trouble.


But anyhoo... good luck with this.
<!--QuoteEnd--></div><!--QuoteEEnd-->

ref the remaining CTD's - could this be due to just too large numbers of enemies being allowed in one combat situation?
I was thinking about the bug of too many enemies being spawned in the fort that could cause you not to progress to the next level due to an 'overflow' where by the excess enemies would get spawned where you couldn't get to them(Hook mentiond a fix changing something from 12 to 10).

Along these lines couldn't we just reslove these issues by reducing the overall numbers involved for each encounter, just to be on the safe side. maybe go back to the origonal numbers, have a look at them, where they are now and meet in the middle(or aim a little lower even)?

Along those lines the amount of npcs walking around the towns now looks great but a little prunning wouldn't do any harm? I notice in Oxbay for example you often get town npcs spawning inside of the guards near the main gates. compared to the origonal games amount of random npcs, walking around Redmond for example looks like a busy metropolis, we could shave a little of that? Maybe it would be a good idea to step this all down a bit. I can see in the fervour of making mods etc enthusiasm might lead to trying to push too far - no bad thing as its good to know the limits.

I'm not sure what has been changed in ship-ship in terms of the max allowed numbers of ships in a single combat, but what happens if those numbers are reduced from the current numbers in the build? do we stop those CTD's?

Still i hope PotC has a modding future if we can resolve these issues - i got pleanty of things i'd like to see added to the game, if it means cutting down on some numbers in the battles/global npcs then i think its a step we should probably make - if we want a stable game?

You sound like after build13 your out of here hat? i hope not!!
 
Partly agree and partly disagree

<!--quoteo(post=170526:date=Nov 9 2006, 02:22 PM:name=IncredibleHat)--><div class='quotetop'>QUOTE(IncredibleHat @ Nov 9 2006, 02:22 PM) [snapback]170526[/snapback]</div><div class='quotemain'><!--quotec-->
.....
In MY experience, having too many comments is a good thing. You can clearly see the path of a situation of code has taken over the course of time. Seeing comments of stuff that flat out did not work. Erasing the past comments, is just asking new modders to repeat all the problems all over again. Then have them scratch their heads on why it doesnt work, then waiting for someone like me to come along and fix everything again.

If anything, I have constantly gotten on Pieters case about removing comments from a build update. It does a disservice to other coders and future coders. Not knowing what 'used' to be there, nor seeing why something was even put there, is a good way to create confusion, and create problems again.
......
<!--QuoteEnd--></div><!--QuoteEEnd-->
Agree, although there are IMHO too many in certain fucntions. What about a 50-50 solution? Just find the most heavily and confusing commented functions and make a "cleaning"... just to improve readibility?

<!--quoteo(post=170526:date=Nov 9 2006, 02:22 PM:name=IncredibleHat)--><div class='quotetop'>QUOTE(IncredibleHat @ Nov 9 2006, 02:22 PM) [snapback]170526[/snapback]</div><div class='quotemain'><!--quotec-->
All the other steps adhere to proper program development and management. Although many people have tried to get the Build Mod going in that sort of direction, it tends to never happen <img src="style_emoticons/<#EMO_DIR#>/wink.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink.gif" /> Main part is, most modders don't even listen to other people. Or they are off in their own world doing stuff, and not even corresponding with others on working together. They would rather just do what they are doing with an old version of the game, then submit it for inclusion. Which of course introduces old bugs already fixed as they submitted old files with broken junk in them.
<!--QuoteEnd--></div><!--QuoteEEnd-->
That's true. A mod, in a certain sense, is the chaotic and aleatory result of hundredths of individual modders decisions...
... being that true, the idea will be to give a broad target for all those future modders, and certain broad "rules" or "suggestions", hoping that chaotic result will be, more or less, similar to what we envisioned at the beginning of the process.

<!--quoteo(post=170526:date=Nov 9 2006, 02:22 PM:name=IncredibleHat)--><div class='quotetop'>QUOTE(IncredibleHat @ Nov 9 2006, 02:22 PM) [snapback]170526[/snapback]</div><div class='quotemain'><!--quotec-->
Lastly, I believe the game has reached the 'end'. It has become clear lately, that the game engine has been pushed to its limits with new content and overly complicated processes and additions. We knew this would come, when the game would just give up the ghost because it can't handle it. The original game engine wasn't built to be infinetly expandable. We've already hit walls with the massive battles and CTDs due to this I believe. New content that could be added, will most likely have to be heavily tested and kept watch over. Some stuff is fine to add, like new quests, new dialog. However MORE characters? MORE ships? MORE towns and island? Thats just asking for trouble.
<!--QuoteEnd--></div><!--QuoteEEnd-->
Well, yes and no.
One one hand, I agree is and end for two reasons: graphics engine and (propably) AI
OTOH, there are lots of new functionalities still to be coded:
- Weather: more smoother and coherent changes, related with geographical situation and with date of year. And predictable ("hey, captain, that big cloud to the east I'm sure brings south winds")
- New damage model: What about to have to share your crew between firing, preparing for board, handle the sails, repair, and handle the pump to avoid sinking? What about holes underwater and the ship slowly increasing its depth under water, and thus reducing speed and turning?
- Different calibers in the same ship, or, at least, a specific treatment of chasers and bow cannons (called "guardatimones" in spanish)
- Be able to dinamically change the textures of a ship. Difficult but IMHO there is a chance.
- Improve AI
- Adventures, adventures, adventures... and missions, missions, missions..
-....

I agree with you in that there is a need to reduce complexity and sheer numbers, as the case of huge armadas, and too many npcs...


<!--quoteo(post=170526:date=Nov 9 2006, 02:22 PM:name=IncredibleHat)--><div class='quotetop'>QUOTE(IncredibleHat @ Nov 9 2006, 02:22 PM) [snapback]170526[/snapback]</div><div class='quotemain'><!--quotec-->
But anyhoo... good luck with this.
<!--QuoteEnd--></div><!--QuoteEEnd-->
Thanks
 
I agree that we should really coordinate our efforts for Build 14. Until now, basically all modders did what they wanted with the end result, while undeniably better than the original game, still isn't really a coherent modpack, but rather a collection of great mods. I would love to figure out some ways of making all mods work together in a better way and to figure out ways to really improve the game in those part where it is pretty much lacking. So I think we should do some major brainstorming of what we would really like to see in Build 14 and then try to work to that goal.

I will post a list of mods not included in Build 13 here some time later, so we can agree on which ones we can use for Build 14. Hopefully we will be able to use them all.
 
uhum its great idea to already start thinking of build 14 but shouldn't we better first finish build 13 :p
 
<!--quoteo(post=170538:date=Nov 9 2006, 10:44 AM:name=kblack)--><div class='quotetop'>QUOTE(kblack @ Nov 9 2006, 10:44 AM) [snapback]170538[/snapback]</div><div class='quotemain'><!--quotec-->
Agree, although there are IMHO too many in certain fucntions. What about a 50-50 solution? Just find the most heavily and confusing commented functions and make a "cleaning"... just to improve readibility?
<!--QuoteEnd--></div><!--QuoteEEnd-->
If you don't want to look at comments, there's a "mod" for that. Get an editor with customizable syntax highlighting and make the comments very dim. They're easier to ignore that way. I've known at least one professional programmer who did just that. But that particular environment tended to have 5 lines of comments for every line of code. And this was professionally written code.

But you ignore comments at your own peril. They are an audit trail of what's been done to the code. Without some comments about who changed some code, when they changed it, and hopefully why, along with the old functions commented out in many cases, you have no idea why the code is the way it is. Imaging trying to debug code with no comments. You'll end up having to compare all old versions to see what changed and when, and what the code was before. No thanks. It would make finding problems virtually impossible.

Hook
 
Cpt. Yuke: Well, from all I understand, Build 13 is all but officially done. There are a couple of CTD issues that it seems to be coming down to a need to reduce encounter numbers. Most likely due to a limitation of the engine itself. Other than that, Build 13 is rock solid.

IncredibleHat & kblack & Pieter: Okay, I'm really all about seeing the build code very well commented. I agree with both, Hat and kblack, in that lots of comments are absolutely essential. But they do need to be cohesive and truly understandable. Just random comments all over in the code can lead to real problems.
I 100% feel that the code needs to be gone through from top to bottom, each major function confirmed and commented. That would go a long ways to helping any newer modders to PotC/AOP figure out exactly what is going on, how to implement new functionality and do so within the constraints of the engine and the existing build mod.
I am also VERY interested in helping with brainstorming, updating and adding whatever new content we need or want. I'm experienced at modding, just not PotC/AOP yet. I'm getting a handle on some of the code, as well as being a decent modeler.

Additionally, I've found my copy of Maya 4.5. I've tested the plugins. The ONLY one that works right with 4.5 is the Geometry export. I need to find a copy of 4.0 or earlier for the animation exporters. But I can be useful in exporting proper .gm's now. I just need a good tri'd model in .obj format that I can import to Maya, then I can export using the Akella tool. We'll need to do some test exports and make sure it all works right, but now would be the time to start checking collision models on any of the newer ships and stuff. I'm pretty sure I can do the same thing for buildings, islands and more. But again, I'll need to do some testing with someones assistance.

Just my piece 'o eights worth.

Cap'n Drow
 
Here is the list of mods that I currently have on my HD that are not yet included in Build 13. We can chooese which of these mods should be added to Build 14. All of these will need testing once they're included and some still include some bugs that would still need fixing.

<b>- House of Mateus Santos</b> - Sir Christopher Mings
A rewritten version of the Mateus Santos quest, adding some improved location models, character models, dialogue and some surprises. I tested this a while ago and it worked just fine.
<b>- Free walk + fast travel aboard the player ship</b> - Pirate_KK
This is an excellent mod that really adds a nice atmosphere to the game and opens up lots of perspectives for future feature additions to the player ship. Apart from one easily avoidable gamekilling bug, this mod seems to be working quite fine.
<b>- Tutorial cabin based on starting ship selection</b> - Pirate_KK
If you start with the Lugger, you will also start in the actual Lugger's cabin now, instead of in the default tutorial cabin. This seems to be working fine.
<b>- Skip the tutorial and start the game at a port chosen by the player</b> - Pirate_KK
This is quite a nice option for old-time players who are fed up with the tutorial. You can now choose your starting port in the choose character screen and start straight in the port, instead of having to play the tutorial with Malcolm. This seems to work reasonably well, but when you start the game this way, the game will act very slowly during the first minute of play because it still needs to set some things up while the port location has already been loaded.
<b>- Enemy captains hireable as companions</b> - Maximus
This originally caused major troubles in previous modpack versions, so this was taken out. Maximus has rewritten the code and tested it thoroughly and he found it working. When we add this in, we'll need to make sure it doesn't add additional bugs.
<b>- Real tavern game added</b> - Maximus
With this mod you can play a real game in the taverns, instead of the dull dice game that depends completely on the main character's luck skill. This was a feature of the SLiB mod and Maximus made it for the Build now. He is planning on adding more games, such as Blackjack and Poker.
<b>- Display sea time</b> - Hook
This mod shows a (digital) clock in the upper right corner when in 3D sailing mode that can be turned off using a BS.h toggle.
<b>- New ship icons</b> - Pirate_KK
New icons added for new ship types so that you can see the difference between the ships in the icons as well.
<b>- Retextured Santo Domingo</b> - Swindler
Santo Domingo is retextured to look Spanish instead of English. Should work just fine.
<b>- Age of Pirates Guadeloupe and Tortuga</b> - Maximus
This worked fine when I tested it many months ago. I lost my files though, so I'll have to re-add these towns, which will be a lot of work. Still, it would greatly enhance the game, I think.
<b>- New health items: Bandages and Cauterization Kits</b> - Duncan
This doesn't really add much to the game, apart from some "fake realism". They work the same as potions. Potions are not removed, but are made rarer and more expensive. This mod can be turned off with a BS.h toggle. Perhaps when we introduce a <i>useful</i> doctor to the game, these items will be more useful. But it's still fun and can't hurt to be added; it does work fine.
<b>- BuildingSet Mod</b> - CouchcaptainCharles
This mod has been a part of the Build 13 Beta versions for a long time, but it has been turned off at the request of CCC, because it's not working properly anymore. This should be fixed for Build 14 and re-enabled.
<b>- Random start relations</b> - Pirate_KK
This mod will choose random relations for the player on the game start. This is not a finished mod and is meant to be expanded into a much better mod.
<b>- Cursed main character</b> - Maximus
I once added this mod to the Build 13 Beta, but removed it again because it was unfinished. With this mod, the player character will turn into a skeleton at night when he took a cursed coin out of a chest. This mod is also meant to use a treasure cave location from AoP. When I lost my files, this was lost as well, so I'd have to re-add it again. I should still have the file somewhere, but I don't really know where.
<b>- Realistic Ship Purchase</b> - Original idea by Duncan, improved by Pieter Boelen
With this mod you need a Letter of Marquee and a required rank with a navy to be allowed to purchase navy ships from that nation. You also need to be a pirate for the pirates to sell you pirate design ships. This should make good ships, such as pirate design ships and corvettes and manowars harder to get for the player and should make the game more realistic. I think this mod works as intended now, but it hasn't been tested much yet.
<b>- Lockpick</b> - Interface picture by Kazeite, functionality added by Pieter Boelen
With this mod you can find lockpicks if you are lucky. This item will increase your chance of opening locks, but with the added risk of the item getting stuck in the lock, making the lock unopenable. This should add a bit more fun into the game. I reckon this works as intended, but it has not been thoroughly tested at all.
<b>- Hitting a blocking enemy with fists hurts the attack</b> - Pieter Boelen
This mod is meant to balance the lethal fists issue, but the code I wrote doesn't work.
<b>- Health scales sworddamage</b> - Pieter Boelen
This mod is meant to make swordfighting more interesting, but the code I wrote doesn't work. However, this is definitly something to look at for Build 14.
<b>- More realistic cannon reload times</b> - Hook
I don't recall the specifications of this mod.
<b>- Sail damage scales turning speed</b> - Hook
This will make chainshot much more effective in the game.
<b>- Balancing improvements to fore chasers and chainshot usage</b> - Hook
Fore chasers will do more damage and cannons aim for the sails when chainshot is used. This should also increase the chainshot effectiveness.
<b>- REAL Black Pearl</b> - Kazeite
Great new ship model that we can use to replace the stock Black Pearl with.
 
Wow! <img src="style_emoticons/<#EMO_DIR#>/william.gif" style="vertical-align:middle" emoid=":will" border="0" alt="william.gif" />

I think almost every one of those should be eventually included if possible, Pieter. Thats a helluva nice collection of add-ons.

The more we can fit, diversity wise, the more interesting the game will be. Its as simple as that in my personal opinion.

The only question that remains in my mind is engine limitations. How close are we on what? Have we already broken things with stuff the way it is? (I don't really think so, just needs more tweaking to get rid of the CTD's)

I hope to have a chance to play with all those mods, they would each add something worthwhile to the game.

The only mod I'm not sure about is the weapon damage scaling. I'd have to play with it and see how it works.

Anyhow, there are my feelings, I'm sure plenty of other may disagree with me.

Cap'n Drow
 
<!--quoteo(post=170579:date=Nov 9 2006, 08:35 PM:name=Cap'n_Drow)--><div class='quotetop'>QUOTE(Cap'n_Drow @ Nov 9 2006, 08:35 PM) [snapback]170579[/snapback]</div><div class='quotemain'><!--quotec-->
............

<b>Additionally, I've found my copy of Maya 4.5. I've tested the plugins.</b> The ONLY one that works right with 4.5 is the Geometry export. I need to find a copy of 4.0 or earlier for the animation exporters. But I can be useful in exporting proper .gm's now. I just need a good tri'd model in .obj format that I can import to Maya, then I can export using the Akella tool. We'll need to do some test exports and make sure it all works right, but now would be the time to start checking collision models on any of the newer ships and stuff. I'm pretty sure I can do the same thing for buildings, islands and more. But again, I'll need to do some testing with someones assistance.

Just my piece 'o eights worth.

Cap'n Drow
<!--QuoteEnd--></div><!--QuoteEEnd-->

<img src="style_emoticons/<#EMO_DIR#>/par-ty.gif" style="vertical-align:middle" emoid=":cheers" border="0" alt="par-ty.gif" /> that will be a great help for PotC(will it help you in AoP also or is that all later Maya?) and hopefuly something can be done about the animation export? And once build13 is out, released and i'm happily playing it(the most important part!) then i'll be sharpening my electronic pencil for some in-depth design discussions for upcoming additions/mods for the game - your input will be most welcome <img src="style_emoticons/<#EMO_DIR#>/yes.gif" style="vertical-align:middle" emoid=":yes" border="0" alt="yes.gif" />
 
<b>Cursed Main Character</b>

I've got a wee problem with that mod: Yeah, it does sound cool, I was even thinking about making zombie-Blaze skin, but... I have one question:

What would it do (except changing model at night) and how the player could get rid of the curse?

And, what would be the penalties for the player? Player character obviously doesn't feel hunger, or anything else that drove Barbossa and his crew to gather all coins.

I was thinking about something like:
Making all npc who'd see skeletal player hostile,
Slowly decreasing reputation.
 
@Pieters list, thats a great start <img src="style_emoticons/<#EMO_DIR#>/wink.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink.gif" />

ok i'm joking that looks like an awesome list but i'm slightly concerned about the Lockpick getting stuck in the lock and blocking the door thing? Forever? But lots to have fun with and attempt to get working <img src="style_emoticons/<#EMO_DIR#>/yes.gif" style="vertical-align:middle" emoid=":yes" border="0" alt="yes.gif" />


@Kazeite "What would it do (except changing model at night) and how the player could get rid of the curse?" well for sure you shouldn't be able to woe the governors daughter!! could be cool to get shunned by human society(once your secret was out) and forced to live in the night time preying on wanders in the jungles and on ships at night? untill cured if thats what you wanted.
 
The one major thing I am most concerned about in regards to growth, is the massive attribute arrays.

If you do a dump on a single character (say a Store Merchant) from stock, you get maybe 80 lines. Now do a dump on that character in Build 13, and you get, maybe 500 lines. And that only increases for each new 'item' added to the game as well... as every item is added to the character (wether they sell it or not) with about 10 sub attributes for all sorts of things.

Some of these arrays are downright insane when you look at them <img src="style_emoticons/<#EMO_DIR#>/wink.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink.gif" />

It's that kind of growth that scares me the most. Especially when some new process is added, that adds maybe a 100 more attributes per character to like, oh, give them an 'attitude' toward the MC in regards to nation relations or fame or whatever. OmG.

Some modders just don't keep something like that in perspective. They just go add some 2000 attributes to something uncaring (like a for loop set with some crazy high number) and dont think twice about it.

All that stuff takes memory, and processing. I had already run into a wall with loading in too many 'alias' lines for music. The game just started randomly throwing out OTHER alias code to make room for the music lines! AGH! ... heheh.

So, thats just my concerns really... worry that the game is getting too big for its britches, and each new step further is going to require more in depth testing and adherance to 'reasonability standards'. If you know what I mean.

Oh, and "Enemy captains hireable as companions" mod... is completely not-needed. The reason it was removed from the current code, well, apart from it being broken out the wazoo, is that it basically is pointless. When you hire an enemy captain... they are now hired. You can assign them their ship during ransack, or assign some other captain. Being FORCED to deal with that dipwad now, with no way to change captains of the ship you just pirated... bah. It will forever be removed from my personal copy... no matter how many times maximus thinks its working again.
 
<!--quoteo(post=170629:date=Nov 10 2006, 01:50 AM:name=IncredibleHat)--><div class='quotetop'>QUOTE(IncredibleHat @ Nov 10 2006, 01:50 AM) [snapback]170629[/snapback]</div><div class='quotemain'><!--quotec-->
......
So, thats just my concerns really... worry that the game is getting too big for its britches, and each new step further is going to require more in depth testing and adherance to 'reasonability standards'. If you know what I mean.

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You must hate it when we get all 'excited' and start planning new stuff!!!(and i haven't even got started yet). So if this was a multi choice question:

"what type of ship description best fits modded PotC"

1. A fat sea-worthy Fleut with plenty of cargo space
2. a slim sloop kitted out to the max with a small cargo hold
3. a leaky pinnace, bloated with cargo, hull full of cannon holes but somehow still afloat

what would your choice be? <img src="style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" />

cant "hireable enemy captains" be a buildsettings.h toggle?
 
<!--quoteo(post=170589:date=Nov 9 2006, 02:19 PM:name=Pieter Boelen)--><div class='quotetop'>QUOTE(Pieter Boelen @ Nov 9 2006, 02:19 PM) [snapback]170589[/snapback]</div><div class='quotemain'><!--quotec--><b>- More realistic cannon reload times</b> - Hook
I don't recall the specifications of this mod.<!--QuoteEnd--></div><!--QuoteEEnd-->
The crew required to reload guns is calculated by the number of cannons on board the ship and their size. You can optionally remove some of the crew from the reload calculations so they can sail the ship. If there's not enough crew to reload a broadside, then the loading takes longer in ratio to the available crew. MinCrew and MaxCrew are not used in these calculations. There's also a multiplier so people who think reload times are way too short can make them all longer.

Hook
 
Please note: The list I posted is not entirely complete. There's also KBlack's ship tuning mod and a new quest and another small mod, but I'll add those to the list later when I have the time. <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />

<!--quoteo(post=170591:date=Nov 9 2006, 09:28 PM:name=Cap'n_Drow)--><div class='quotetop'>QUOTE(Cap'n_Drow @ Nov 9 2006, 09:28 PM) [snapback]170591[/snapback]</div><div class='quotemain'><!--quotec-->
The only mod I'm not sure about is the weapon damage scaling. I'd have to play with it and see how it works.
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At the moment, it doesn't work at all. <img src="style_emoticons/<#EMO_DIR#>/whistling.gif" style="vertical-align:middle" emoid=":wp" border="0" alt="whistling.gif" />

<!--quoteo(post=170614:date=Nov 10 2006, 12:31 AM:name=Kazeite)--><div class='quotetop'>QUOTE(Kazeite @ Nov 10 2006, 12:31 AM) [snapback]170614[/snapback]</div><div class='quotemain'><!--quotec-->
<b>Cursed Main Character</b>
I've got a wee problem with that mod: Yeah, it does sound cool, I was even thinking about making zombie-Blaze skin, but...
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Like I said, it is not a finished mod. At the moment it just changes the player model at night and even that doesn't work properly. If we would add that AoP treasure cave, we could add the film's curse and you'd have to find 442 cursed gold pieces and put them in the chest. When we do that, we should of course limit the total amount of cursed coins to 442. Anyway: This mod will need some more brainstorming and, of course, finishing. Your ideas sound pretty good. <img src="style_emoticons/<#EMO_DIR#>/yes.gif" style="vertical-align:middle" emoid=":yes" border="0" alt="yes.gif" />

<!--quoteo(post=170616:date=Nov 10 2006, 12:37 AM:name=Black Bart)--><div class='quotetop'>QUOTE(Black Bart @ Nov 10 2006, 12:37 AM) [snapback]170616[/snapback]</div><div class='quotemain'><!--quotec-->
ok i'm joking that looks like an awesome list but i'm slightly concerned about the Lockpick getting stuck in the lock and blocking the door thing? Forever? But lots to have fun with and attempt to get working <img src="style_emoticons/<#EMO_DIR#>/yes.gif" style="vertical-align:middle" emoid=":yes" border="0" alt="yes.gif" />
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I haven't thoroughly tested it yet, but it works the same as keeping the locks open after you opened them once. The locks don't stay open forever, so the locks shouldn't stay closed forever either considering that I coded it in the same way. But it'll need some testing. <img src="style_emoticons/<#EMO_DIR#>/yes.gif" style="vertical-align:middle" emoid=":yes" border="0" alt="yes.gif" />

<!--quoteo(post=170632:date=Nov 10 2006, 01:57 AM:name=Black Bart)--><div class='quotetop'>QUOTE(Black Bart @ Nov 10 2006, 01:57 AM) [snapback]170632[/snapback]</div><div class='quotemain'><!--quotec-->
cant "hireable enemy captains" be a buildsettings.h toggle?
<!--QuoteEnd--></div><!--QuoteEEnd-->
You don't HAVE to use the mod. You can choose it through dialog, so if you don't want to use it, don't use the dialog option. Anyway, we'll need to check if it works properly anyway.
 
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