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question about the structure of build 14

Unlucky Jack

Landlubber
I've been away from POTC far too long to go through all the posts so I'm just going ot come out and ask.
Have you figured out an easy way to turn off and on mods without having to have a programing degree?
If you look at other modded games, like "Freelancer" for example, They usually have some type of mod manager. Freelancer's mod manager can even distinguish if certain mods are compatable together and which ones require others to run. If you want to turn it off, turn it off, then later turn it back on again. Now I'm not suggesting that the Mod community needs to go to that extreme this late in the game, but it would be great if there was some kind of way for the casual user to easily pick and choose which mods run and which ones don't.
For example there is one mod I definantly could live without and thats the one where lootable objects like the weapons lockers can explode or cause you damage. For this mod there is some comments on "tweeking it" but not turning it off completely so I'm stuck making multiple attempts to open a single lootable spot, but at least they don't damage me. Frustrating at best, tedious at its worst, especially early in the game when loot is your finacial life line.
Isn't there some way you could at least have ALL the mods controlled from even a single editable file like Internalsettings is sort of? One stop shopping to regain control of your game?
I realize this is a huge task to go back 14 mod versions but man its like mapping DNA for most of us to try and make our own reversal of changes or tweek out some of the features. Even going back 2 versions to find that tweek to start battle further apart, was impossile to find. If it wasn't for a 4 year old post on a almost dead forum, I never would have found it. it just wasn't obvious or properly documented.

And then theres junk like this thrown in for bad measure:
<a href="http://forum.piratesahoy.net//index.php?s=&showtopic=11799&view=findpost&p=250801" target="_blank">bad modder, bad <img src="style_emoticons/<#EMO_DIR#>/whippa.gif" style="vertical-align:middle" emoid=":whipa" border="0" alt="whippa.gif" /> </a>
This is the hand of god "bug". If you see the comment, you realize it was intentionally designed to sink every released ship. Where is this documented? No where I can see. I and many others though this was a bug!! Not! its just a poorly tweeked, undocumented mod.
Maybe Its just me, but I'm not a modder, just a player. I think. I have been off work sick for a week and have spent twice as many hours staring at game code as I have actually playing, all in an attempt to change just one modded setting. All those files just to find one string identified only by the modders initials, the date, and an incomplete sentence.
Anyway I need to be careful here, I really don't want to rant, just plead my case.
An all-in-one mod is only convienient until one realizes he doesn't like playing the game the same way as someone else might, unless theres a way to change it out. Like Dim Sum but with out the grease. Or Subway V. 7-eleven sandwiches.
 
as for the hand of god 'bug':

um... no. it just means a ship sunk because it's arse-headed captain sailed himself into a rock. happens all the time.
 
Most of the mods can be turned on/off in BuildSettings.h or tweaked in InternalSettings.h. In Build 14 you will be able to turn on/off mods in the ingame Options>Advanced Options interface.

We are all working from code originally made by other people, so most of the time we're only guessing as well. In many cases we weren't there when the changes were made. I know generally most things that were done in the past few years, but not before. And there had been done a lot before.

As for that Hand of God thing: Seems to me like the probability is too high then. By the looks of it, it happens in 70% of the cases; perhaps we should decrease that chance to, say, 10% or 5%?
 
<!--quoteo(post=250831:date=Apr 17 2008, 06:42 AM:name=Unlucky Jack)--><div class='quotetop'>QUOTE (Unlucky Jack @ Apr 17 2008, 06:42 AM) <a href="index.php?act=findpost&pid=250831"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->For example there is one mod I definantly could live without and thats the one where lootable objects like the weapons lockers can explode or cause you damage. For this mod there is some comments on "tweeking it" but not turning it off completely so I'm stuck making multiple attempts to open a single lootable spot, but at least they don't damage me. Frustrating at best, tedious at its worst, especially early in the game when loot is your finacial life line.<!--QuoteEnd--></div><!--QuoteEEnd-->

Aha, this time I disagree. In Build 13 those two mods are correctly documented.
to disable exploding chests : in InternalSettings.h set 20 to the NO_MINES parameter,
and for opening them on the first try in Buildsettings.h set 66 to the LOCK_OPEN parameter.
With thoses values you can consider the mod as turned off. And I even bothered to check : it works fine like this.

If for some weird reason you still want to remove the code anyway it's in PROGRAM\ITEMS\itemLogic.c, around line 921.
 
<!--quoteo(post=251131:date=Apr 19 2008, 04:10 AM:name=a simple virtual sailor)--><div class='quotetop'>QUOTE (a simple virtual sailor @ Apr 19 2008, 04:10 AM) <a href="index.php?act=findpost&pid=251131"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec--><!--quoteo(post=250831:date=Apr 17 2008, 06:42 AM:name=Unlucky Jack)--><div class='quotetop'>QUOTE (Unlucky Jack @ Apr 17 2008, 06:42 AM) <a href="index.php?act=findpost&pid=250831"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->For example there is one mod I definantly could live without and thats the one where lootable objects like the weapons lockers can explode or cause you damage. For this mod there is some comments on "tweeking it" but not turning it off completely so I'm stuck making multiple attempts to open a single lootable spot, but at least they don't damage me. Frustrating at best, tedious at its worst, especially early in the game when loot is your finacial life line.<!--QuoteEnd--></div><!--QuoteEEnd-->

Aha, this time I disagree. In Build 13 those two mods are correctly documented.
to disable exploding chests : in InternalSettings.h set 20 to the NO_MINES parameter,
and for opening them on the first try in Buildsettings.h set 66 to the LOCK_OPEN parameter.
With thoses values you can consider the mod as turned off. And I even bothered to check : it works fine like this.

If for some weird reason you still want to remove the code anyway it's in PROGRAM\ITEMS\itemLogic.c, around line 921.
<!--QuoteEnd--></div><!--QuoteEEnd-->
Ahh, thank you <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" /> I had done the part in internalsettings but not buildsettings.
 
NOT BuildSettings? BuildSettings.h is THE main file for tweaking mods. Be sure to have a thorough scroll through that file!
 
<!--quoteo(post=250907:date=Apr 18 2008, 12:43 AM:name=Pieter Boelen)--><div class='quotetop'>QUOTE (Pieter Boelen @ Apr 18 2008, 12:43 AM) <a href="index.php?act=findpost&pid=250907"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Most of the mods can be turned on/off in BuildSettings.h or tweaked in InternalSettings.h. In Build 14 you will be able to turn on/off mods in the ingame Options>Advanced Options interface.<!--QuoteEnd--></div><!--QuoteEEnd-->That is awesome news <img src="style_emoticons/<#EMO_DIR#>/bow.gif" style="vertical-align:middle" emoid=":bow" border="0" alt="bow.gif" />

<!--quoteo(post=250907:date=Apr 18 2008, 12:43 AM:name=Pieter Boelen)--><div class='quotetop'>QUOTE (Pieter Boelen @ Apr 18 2008, 12:43 AM) <a href="index.php?act=findpost&pid=250907"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->We are all working from code originally made by other people, so most of the time we're only guessing as well. In many cases we weren't there when the changes were made. I know generally most things that were done in the past few years, but not before. And there had been done a lot before.<!--QuoteEnd--></div><!--QuoteEEnd-->I realize this Peiter, and it just reiterates my point. Properly documenting your mods is key to future modding. The Current group of modders seems pretty good at this though <img src="style_emoticons/<#EMO_DIR#>/me.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="me.gif" />

<!--quoteo(post=250907:date=Apr 18 2008, 12:43 AM:name=Pieter Boelen)--><div class='quotetop'>QUOTE (Pieter Boelen @ Apr 18 2008, 12:43 AM) <a href="index.php?act=findpost&pid=250907"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->As for that Hand of God thing: Seems to me like the probability is too high then. By the looks of it, it happens in 70% of the cases; perhaps we should decrease that chance to, say, 10% or 5%?<!--QuoteEnd--></div><!--QuoteEEnd-->
5 or 10 I could live with myself. I understand the place this "hand of god" occupies the game, however when some landlubber crashes into the rocks, that really wouldn't be god at work, quite the opposite.
I've seen ships explode in the harbor when being fired upon by the fort and Hand of God would get credit for the kill. I always assumed the kill was caused by an exploding magazine. Who knew? <img src="style_emoticons/<#EMO_DIR#>/dunno.gif" style="vertical-align:middle" emoid=":shrug" border="0" alt="dunno.gif" />
 
<!--quoteo(post=251192:date=Apr 19 2008, 01:25 PM:name=Unlucky Jack)--><div class='quotetop'>QUOTE (Unlucky Jack @ Apr 19 2008, 01:25 PM) <a href="index.php?act=findpost&pid=251192"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->5 or 10 I could live with myself. I understand the place this "hand of god" occupies the game, however when some landlubber crashes into the rocks, that really wouldn't be god at work, quite the opposite.
I've seen ships explode in the harbor when being fired upon by the fort and Hand of God would get credit for the kill. I always assumed the kill was caused by an exploding magazine. Who knew? <img src="style_emoticons/<#EMO_DIR#>/dunno.gif" style="vertical-align:middle" emoid=":shrug" border="0" alt="dunno.gif" /><!--QuoteEnd--></div><!--QuoteEEnd-->The actual "Hand of God" message has been in the game since at least Build 12.1, but possibly even since the stock game. I don't remember. Basically it's supposed to show up when a ship is sunk in a way that can't be attributed to another ship/fort in the vicinity. Of course sailing into the rocks should trigger a message more akin to "Ship was sunk because of the navigator's stupidity", but that'd be really complicated to code in.

I'm not sure if exploding powder magazines cause a "Hand of God" message; I DO know that when a ship's powder manazine blows, you get a message to that effect on your screen "Fire reached the powder magazine" or something like that.

<!--quoteo(post=251194:date=Apr 19 2008, 01:27 PM:name=Morgan Terror)--><div class='quotetop'>QUOTE (Morgan Terror @ Apr 19 2008, 01:27 PM) <a href="index.php?act=findpost&pid=251194"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->i've truly never seen it. ever. only when they stupidly sank themselves.<!--QuoteEnd--></div><!--QuoteEEnd-->Same here. And when a ship would sink because of a storm.
 
Funny thing about the message "Fire reached the powder magazine" is that it still gives you that message after the ship has gone down.
 
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