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Included in Build Post 28th July fixes

Incidentally, it was unnecessary to add the extra chests to "Ardent\StartStoryline.c". You aren't in that cabin long enough to go rummaging through the original chests, let alone go looking for any new ones. xD
I suppose Jack figured "better safe than sorry". :cheeky
 
@Jack Rackham: In "JRH Missing Mods 16-11-22\PROGRAM\Storyline\WoodesRogers\dialogs" are "blaze_dialog.c" and "blaze_dialog.h", both dated 15/8/2016 and missing some lines compared to the versions I already have, dated 7/11/2016. I imagine you'll want me to keep the later versions?

Also:
In "Textures\INTERFACES\PORTRAITS\64" are "face_386.tga.tx", "face_387.tga.tx", "face_388.tga.tx" and "face_389.tga.tx". Do you have, or for that matter need, size 128 and 256 versions of those?
 
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I'm not at home so I can't check but it sounds like I've lost something there yes.
Removing the Baker rifle: search for longrifle_H.
 
Also:
In "Textures\INTERFACES\PORTRAITS\64" are "face_386.tga.tx", "face_387.tga.tx", "face_388.tga.tx" and "face_389.tga.tx". Do you have, or for that matter need, size 128 and 256 versions of those?
Often @Jack Rackham only makes 64 ones for characters whose faces you never get to see in the F2>Character Interface.
So that is probably intentional.
 
The revised version is now ready, at the same place:
http://piratesahoy.bowengames.com/potc/Grey Roger/post_jul28_fixes.zip
This contains all that was in the previous version, plus what @Jack Rackham put into "JRH missing mods 16-11-22.7z", minus anything to do with "longrifle_H", plus a couple of other fixes which were released since the previous version.

I checked everything in "PROGRAM" with WinMerge; some files had stuff relating to "longrifle_H" plus stuff relating to fixes or "Woodes Rogers", in which case I removed the rifle stuff and left the rest alone. This was also how I found that "JRH missing mods 16-11-22.7z" had obsolete versions of "blaze_dialog.c/h". "RESOURCE" went in with somewhat less checking, on the grounds that it's mostly cosmetic anyway, and if any building interiors suddenly look significantly different other than when playing "Woodes Rogers" then I can always put them back.

The 28th July install has IS_SGV set as 14.934. The 23rd September ZIP has 14.935. So, to keep this one distinct from both and enforce new savegames, it's IS_SGV 14.936, and BUILDVERSION "14 Beta 4.1 WIP: 23 November 2016".
 

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Have any changes been made to the files controlling the talking options of the martinique tavern owner? Played the 7th october update before there everything was fine, got back to this version now because I wanted to have my officers joining in on boarding for the current story i am playing (hoist the colours). Now i started the side quests with patric and the idols and with the drunk guy within the tavern, both side quests should trigger a talking option with the tavern owner, in both cases there is nothing related to these side quests available, in contrast the standard talking options as asking for a room or a merchant needing escort are available.
Has anyone observed the same issue? Just for confirmation, the same sidequests were absolutely fine in the 7th october version for me.
 
Did you talk to Orable Caron in St Pierre Port?

I think you might have to talk to him to activate those quests properly, but I am not certain.

:read
 
Orable Caron has nothing to do with Patric Cardone, and looking at the code, I'm not sure he is necessary for Thierry Bosquet - he can give you a hint but Thierry Bosquet is installed in the tavern right from the start.

Nothing was changed for any of the dialogs for Patric Cardone, Thierry Bosquet or Antoine Lebretton (St. Pierre tavern owner) in the post 28th July fixes. "PROGRAM\QUESTS\quests_side.c" has been changed, but nothing to do with those sidequests - there have been additions to the "Apothecary" and "Sabine Matton" sidequests.

@lapuvida: do you have a savegame?
 
Orable Caron has nothing to do with Patric Cardone, and looking at the code, I'm not sure he is necessary for Thierry Bosquet - he can give you a hint but Thierry Bosquet is installed in the tavern right from the start.

Nothing was changed for any of the dialogs for Patric Cardone, Thierry Bosquet or Antoine Lebretton (St. Pierre tavern owner) in the post 28th July fixes. "PROGRAM\QUESTS\quests_side.c" has been changed, but nothing to do with those sidequests - there have been additions to the "Apothecary" and "Sabine Matton" sidequests.

@lapuvida: do you have a savegame?

Yes, but...not right now, I will provide a savegame today evening and will do a second check in a new free play game to identify whether its storyline dependent or not.
 
I´m sorry, can´t provide to much infortmation for now. The save game from the JackSparrow storyline is attached, don´t know though, if it makes sense to follow this issue further... I was not even able to start a free play story for test purposes as the cabin dialogue wasn´t working, so i was unable to leave the cabin..I guess there must be something wrong with my installation, so I will do a clean reinstall and then have some further checks.
 

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  • -=Lapura Vidal=- Martinique.7z
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I think there was a mistake with the tutorial.
Should be fixed in newer game versions though.
 
The problem with "Jack Sparrow" is that the storyline has its own versions of several dialog files, among which are those for Antoine Lebretton, the tavernkeeper on Martinique. The local version has nothing for sidequests, therefore neither "Patric and the Idols" nor "Thierry Bosquet" will work in this storyline.

There is indeed a problem with the "FreePlay" tutorial and I'm surprised it hasn't been picked up earlier, especially since I thought I'd tested the change I made there. I made a couple of mistakes when I altered "Robert Fletcher_dialog.c" to extend the briefing for naval officers, which makes the file invalid, so any FreePlay character which uses Robert Fletcher (or some alias) instead of Malcolm Hatcher is going to fail. Additionally, the mod to add extra chests to cabins missed out adding the .gm files to "RESOURCE\MODELS\Locations\decks\cabin\tut_deck", so with the mod installed, attempting to start a FreePlay game as a naval officer will crash the game before the tutorial scene loads.

I've updated the zip file on the FTP site to include all these. Alternatively, please install the attached files. "Robert Fletcher_dialog.c" goes into "PROGRAM\Storyline\FreePlay\DIALOGS" and the contents of "tut_deck.zip" go into "RESOURCE\MODELS\Locations\cabin", merging with the already existing folder "tut_deck".

The extra chests may or may not work in "tut_deck", which is a clone of the large cabin used in some battleships and which is used for tutorials such as the one for a naval officer. It doesn't matter, at least for a FreePlay naval officer, because you won't get a chance to inspect the chest anyway - you're stuck until your superior officer talks to you, and then you teleport to port. But without those .gm files in place, the game just doesn't work at all for a naval officer.
 

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As far as I remember, the tutorial cabin depends on the selected ship type, not the player type selected.
Though of course some player types don't HAVE a ship type at the start, so they'll default to "tut_deck".
But I think that issue could therefore also affect other starts than just Naval Officer.

So thanks again, @Grey Roger! :cheers
 
The problem with "Jack Sparrow" is that the storyline has its own versions of several dialog files, among which are those for Antoine Lebretton, the tavernkeeper on Martinique. The local version has nothing for sidequests, therefore neither "Patric and the Idols" nor "Thierry Bosquet" will work in this storyline.
I didn´t know about that, checked in the wiki where the sidequests not working in the certain storylines are listed, these sidequests "Patric and the Idols" and "Thierry Bosquet" are not listed there, so this list might need an update.

There is indeed a problem with the "FreePlay" tutorial and I'm surprised it hasn't been picked up earlier, especially since I thought I'd tested the change I made there. I made a couple of mistakes when I altered "Robert Fletcher_dialog.c" to extend the briefing for naval officers, which makes the file invalid, so any FreePlay character which uses Robert Fletcher (or some alias) instead of Malcolm Hatcher is going to fail.
Glad, that you found and fixed the stuff in the code; then maybe my game might not be broken at al...!
 
Does anyone have anything else to go into this?

Here's what I have so far. The version currently on the FTP site is dated 30th November, so fixes shown after that date won't be in the downloadable version yet. Anything else to go in had better be uploaded soon because I want to zip this up and have it online before the end of this week. Then you can have the whole thing as a Christmas present. :D
 

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  • Fixes.txt
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@Grey Roger: Did you include Hook's fixes to DirectSail? That is the only big update that I can think of right now....
If you mean the fixes to locators round islands to make your ship face a more sensible direction when you put to sea, yes. Otherwise, which fixes to DirectSail?
 
If you mean the fixes to locators round islands to make your ship face a more sensible direction when you put to sea, yes. Otherwise, which fixes to DirectSail?
I mean the BIG fix he's been working on here: Hook's fixes | PiratesAhoy!
But I can't actually seem to find a ZIP containing the required files now.
Hopefully Hook will drop by soon and respond himself. :doff
 
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