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Progress thread location remodelling/reskinning

Forgot some files with the St Martin mod:
<a href="http://files.filefront.com/Lightning+Philipsburgrar/;8309563;;/fileinfo.html" target="_blank">http://files.filefront.com/Lightning+Phili...;/fileinfo.html</a>
missing files.
 
Thanks a lot for keeping location modding going, Thomas <img src="style_emoticons/<#EMO_DIR#>/me.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="me.gif" />

I recently bought AOP, the new budget edition by Atari for 10 Euro. That seems a fair price. The gameplay offers IMHO much less than modded PotC, but there is a bunch of models that one can use for PotC <img src="style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" />

For example some of the towns(as Maximus and Thomas have already shown us <img src="style_emoticons/<#EMO_DIR#>/onya.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="onya.gif" /> ). IMHO they don't look as refined as the PotC locations, but they look different, so using them is an efficient way to make the "new" towns look unique and not like clones of stock Redmond/Greenford etc.

Apart from that some of the towns are fairly spacious, with several streets and alleys. For people who like streetfighting and alleysneaking those are more fun than the smaller ones of the stock PotC townquarters.

<!--quoteo(post=204507:date=Jul 1 2007, 09:38 AM:name=Thomas the Terror)--><div class='quotetop'>QUOTE(Thomas the Terror @ Jul 1 2007, 09:38 AM) [snapback]204507[/snapback]</div><div class='quotemain'><!--quotec-->Turks:
1. Turks: work in progress (Couch Captain Charles?)
Saint Martin:

Cayman:
1. Cayman: not ready<!--QuoteEnd--></div><!--QuoteEEnd-->
I consider using AOP Nevis for Turks and Curacao for Grand Cayman.
Or is anyone else already working with those models or on those towns? In that case speak up, please, and I'll use/remodel something else <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />


<!--quoteo(post=204507:date=Jul 1 2007, 09:38 AM:name=Thomas the Terror)--><div class='quotetop'>QUOTE(Thomas the Terror @ Jul 1 2007, 09:38 AM) [snapback]204507[/snapback]</div><div class='quotemain'><!--quotec-->Antigua:
1. St. John: work in progress (Couch Captain Charles?)
Guadeloupe:<!--QuoteEnd--></div><!--QuoteEEnd-->
Well, I am quite happy with the current state my Antigua Naval Base <img src="style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" /> Though I concede that it has the odd Buildingset look that many people don't like. So what do you think, folks, shall my Antigua Port be replaced with e.g. the AOP St Eustatius model? Maybe pimped with a bunch of fortifications and mansions? Honest opinions, please <img src="style_emoticons/<#EMO_DIR#>/yes.gif" style="vertical-align:middle" emoid=":yes" border="0" alt="yes.gif" /> (Nosie still around ? <img src="style_emoticons/<#EMO_DIR#>/icon_wink.gif" style="vertical-align:middle" emoid=";)" border="0" alt="icon_wink.gif" /> )
 
As far as I know, there is nobody working on putting new AoP towns into the game. So far we have used Guadeloupe, Montserrat and Tortuga. It would be great to have some more. Do you have any screenshots of the various towns? Unfortunately I don't have AoP myself; it seems it is no longer available in stores. <img src="style_emoticons/<#EMO_DIR#>/sad.gif" style="vertical-align:middle" emoid=":(" border="0" alt="sad.gif" />

I like Antigua the way it is. Unfortunately many of the BuildingSet models show up really bright on my laptop, which does make Antigua look a lot worse. See attached two screenshots. I wonder if somebody could possibly add those models into the Antigua port model instead. <img src="style_emoticons/<#EMO_DIR#>/rolleyes.gif" style="vertical-align:middle" emoid=":rolleyes:" border="0" alt="rolleyes.gif" />
 
I like the Redmond port model for antigua, but I REALLY dislike the buildingset models in it, it just looks silly. I once tried to remodel it myself, but I had no idea how. I had an idea of reskinning: just whitewashed spanish style (maybe not in place, but I does look more important to me, and I just like Santiago, Santo Domingo and Havana.) I was thinking of reskinning some building skins of AOP, because otherwise I think that the AOP models look a bit out of place.
 
I'll start with Antigua then. The St.Eustatius model already works in my PotC.

Now I "only" need to connect the right doors with the right rooms. And maybe pimp

the town with some fortifications.
 
Fortifications would be nice. I like that our current Antigua really looks like a navy base. I would hate to lose that. <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />

BTW: I am having some issues with Charlestown in my game: The town exit doesn't lead to the jungle, but to the guardhouse. Does anyone have that as well? I tried figuring out why this is, but I could make heads nor tails of it. All the code seems to be right, as do the locators, but still it works wrong. <img src="style_emoticons/<#EMO_DIR#>/wacko.gif" style="vertical-align:middle" emoid=":wacko:" border="0" alt="wacko.gif" />
 
<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->BTW: I am having some issues with Charlestown in my game: The town exit doesn't lead to the jungle, but to the guardhouse<!--QuoteEnd--></div><!--QuoteEEnd-->

Got the same problem


EDIT : to be more precise you cannot return to the Jungle as it lead to guardhouse, and you cannot enter at all the guardhouse in the place where you should.
I just looked at the QuebradasCostillas.c file and I don't understand why it doesn't work. However, I did managed to correct the bug, but I don't understand how and why... What I did shouldn't have changed anything... anyway. Here's the old code :
<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->    locations[n].reload.l10.name = "houseS2";
    locations[n].reload.l10.go = "Charlestown_Guardhouse";
    locations[n].reload.l10.emerge = "reload2";
    locations[n].reload.l10.autoreload = "0";
    locations[n].reload.l10.label = "prison";
    Locations[n].reload.l11.disable = 0;
[...]
    locations[n].reload.l11.name = "gate";
    locations[n].reload.l11.go = "QC_Jungle_03";
    locations[n].reload.l11.emerge = "reload1_back";
    locations[n].reload.l11.autoreload = "0";
    locations[n].reload.l11.label = "Jungle";<!--c2--></div><!--ec2-->

which I turned into :
<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->    locations[n].reload.l10.name = "gate";
    locations[n].reload.l10.go = "QC_Jungle_03";
    locations[n].reload.l10.emerge = "reload1_back";
    locations[n].reload.l10.autoreload = "0";
    locations[n].reload.l10.label = "Jungle";
[...]
    locations[n].reload.l11.name = "houseS2";
    locations[n].reload.l11.go = "Charlestown_Guardhouse";
    locations[n].reload.l11.emerge = "reload2";
    locations[n].reload.l11.autoreload = "0";
    locations[n].reload.l11.label = "prison";
    Locations[n].reload.l11.disable = 0;<!--c2--></div><!--ec2-->
As you see, it looks pretty alike, the only difference is that reload10 and reload11 swaped their names.
If someone can confirm it does solve the problem in their game too, and if somebody could explain me why in the world this solved the problem, that'd be great.
 
<!--quoteo(post=216356:date=Oct 2 2007, 02:28 PM:name=a simple virtual sailor)--><div class='quotetop'>QUOTE(a simple virtual sailor @ Oct 2 2007, 02:28 PM) [snapback]216356[/snapback]</div><div class='quotemain'><!--quotec-->locations[n].reload.l10.label = "prison";
Locations[n].reload.l11.disable = 0;<!--QuoteEnd--></div><!--QuoteEEnd-->
The minor mixup of l10 and l11 is the only thing that doesn't look right in the original code. But I don't think that this would block a locator.

Speaking of bugs: i saw that your new mainquest has characters on Antigua. Can someone tell me in which location and on which locator? The new townmodel has a different locatorfile, and I want to make sure that that no character gets lost because of missing locators.
 
<!--quoteo(post=216459:date=Oct 2 2007, 07:47 PM:name=CouchcaptainCharles)--><div class='quotetop'>QUOTE(CouchcaptainCharles @ Oct 2 2007, 07:47 PM) [snapback]216459[/snapback]</div><div class='quotemain'><!--quotec--><!--quoteo(post=216356:date=Oct 2 2007, 02:28 PM:name=a simple virtual sailor)--><div class='quotetop'>QUOTE(a simple virtual sailor @ Oct 2 2007, 02:28 PM) [snapback]216356[/snapback]</div><div class='quotemain'><!--quotec-->locations[n].reload.l10.label = "prison";
Locations[n].reload.l11.disable = 0;<!--QuoteEnd--></div><!--QuoteEEnd-->
The minor mixup of l10 and l11 is the only thing that doesn't look right in the original code. But I don't think that this would block a locator.

Speaking of bugs: i saw that your new mainquest has characters on Antigua. Can someone tell me in which location and on which locator? The new townmodel has a different locatorfile, and I want to make sure that that no character gets lost because of missing locators.
<!--QuoteEnd--></div><!--QuoteEEnd-->

I added characters to Antigua Shore:
goto, locator26
officers, reload_1
officers, reload_2
goto, citizen08

Hope that helps.
 
<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->QUOTE(a simple virtual sailor @ Oct 2 2007, 02:28 PM)
locations[n].reload.l10.label = "prison";
Locations[n].reload.l11.disable = 0;

The minor mixup of l10 and l11 is the only thing that doesn't look right in the original code. But I don't think that this would block a locator.<!--c2--></div><!--ec2-->

Nope, sorry my mistake - I've made an error while copying this into the post : in the original code it was
locations[n].reload.l10.label = "prison";
Locations[n].reload.l10.disable = 0;
 
Brilliant, a simple virtual sailor! That fixed it. Looks like l11 was used twice. Thanks a lot! <img src="style_emoticons/<#EMO_DIR#>/w00t.gif" style="vertical-align:middle" emoid=":woot" border="0" alt="w00t.gif" />
 
CCC: I like your idea for Antigua. But I think it would better to replace the church in that model with a model of a fortification, with batteries etc. Because that clifftop space (where the church stands) is to strategic to put a church.
 
So it worked with your game too, good. But still, I don't understand why, and that's bothering me.

There is another problem on Charlestown, althought not as bad : on the quay there is a large area in witch the lock icon appears, and every time you press the space bar (willing to talk to somebody for exmple) you hear the 'knock-knock' noise.
 
<!--quoteo(post=216669:date=Oct 5 2007, 01:07 PM:name=a simple virtual sailor)--><div class='quotetop'>QUOTE(a simple virtual sailor @ Oct 5 2007, 01:07 PM) [snapback]216669[/snapback]</div><div class='quotemain'><!--quotec-->So it worked with your game too, good. But still, I don't understand why, and that's bothering me.<!--QuoteEnd--></div><!--QuoteEEnd-->I think it was because <i>.l11</i> was used twice and you can only use each number once in any one location.

<!--quoteo(post=216669:date=Oct 5 2007, 01:07 PM:name=a simple virtual sailor)--><div class='quotetop'>QUOTE(a simple virtual sailor @ Oct 5 2007, 01:07 PM) [snapback]216669[/snapback]</div><div class='quotemain'><!--quotec-->There is another problem on Charlestown, althought not as bad : on the quay there is a large area in witch the lock icon appears, and every time you press the space bar (willing to talk to somebody for exmple) you hear the 'knock-knock' noise.<!--QuoteEnd--></div><!--QuoteEEnd-->I have that too. It's not gamekilling, but it's still pretty darn weird. <img src="style_emoticons/<#EMO_DIR#>/wacko.gif" style="vertical-align:middle" emoid=":wacko:" border="0" alt="wacko.gif" />
 
must be a misplaced door locator. <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />
 
Summary of a simple virtual sailor´s fix for the Charlestown/Jungle bug would be:

[codebox]
locations[n].reload.l10.name = "gate";
locations[n].reload.l10.go = "QC_Jungle_03";
locations[n].reload.l10.emerge = "reload1_back";
locations[n].reload.l10.autoreload = "0";
locations[n].reload.l10.label = "Jungle";
[...]
locations[n].reload.l11.name = "houseS2";
locations[n].reload.l11.go = "Charlestown_Guardhouse";
locations[n].reload.l11.emerge = "reload2";
locations[n].reload.l11.autoreload = "0";
locations[n].reload.l10.label = "prison";
locations[n].reload.l10.disable = 0;
[/codebox]

..in the \PROGRAM\Locations\init\QuebradasCostillas.c file then?
 
This should work:<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->    locations[n].reload.l10.name = "gate";
    locations[n].reload.l10.go = "QC_Jungle_03";
    locations[n].reload.l10.emerge = "reload1_back";
    locations[n].reload.l10.autoreload = "0";
    locations[n].reload.l10.label = "Jungle";
[...]
    locations[n].reload.l11.name = "houseS2";
    locations[n].reload.l11.go = "Charlestown_Guardhouse";
    locations[n].reload.l11.emerge = "reload2";
    locations[n].reload.l11.autoreload = "0";
    locations[n].reload.l11.label = "prison";
    locations[n].reload.l11.disable = 0;<!--c2--></div><!--ec2-->In your code it said .l10 in the last two lines.
 
<!--quoteo(post=215884:date=Sep 29 2007, 03:40 PM:name=CouchcaptainCharles)--><div class='quotetop'>QUOTE(CouchcaptainCharles @ Sep 29 2007, 03:40 PM) [snapback]215884[/snapback]</div><div class='quotemain'><!--quotec-->I consider using AOP Nevis for Turks and Curacao for Grand Cayman.
Or is anyone else already working with those models or on those towns? In that case speak up, please, and I'll use/remodel something else <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" /><!--QuoteEnd--></div><!--QuoteEEnd-->
These changes could cause some problems with the quests. (I think about the Elizabeth Shaw's disappearance). However, I'm not against this change.
 
As long as we make sure in the replacement that the quest locators and locations are also changed, there should be no problem, right?
 
<!--quoteo(post=216461:date=Oct 3 2007, 01:55 AM:name=Short Jack Gold)--><div class='quotetop'>QUOTE(Short Jack Gold @ Oct 3 2007, 01:55 AM) [snapback]216461[/snapback]</div><div class='quotemain'><!--quotec-->I added characters to Antigua Shore:
goto, locator26
officers, reload_1
officers, reload_2
goto, citizen08

Hope that helps.<!--QuoteEnd--></div><!--QuoteEEnd-->
That helps a lot, thank you <img src="style_emoticons/<#EMO_DIR#>/doff.gif" style="vertical-align:middle" emoid=":doff" border="0" alt="doff.gif" />
 
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