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Random Questions

ged

Landlubber
Avast, ye salty sea dogs!

I've done quite some reading and searching by now, but combined with the fact that i really <i>should</i> be getting some sleep by now, im more confused than enlightened.

I've just gotten me the 12.1 build and installed it. ran the game, and tinkered around with the buildsettings.h, still some things are not to my liking.

1) when i have full crew or hull, the according bar is black.
(edit: bottom left of screen, in sea battles)
i hate that. im used to colours. can i have them back please? if yes, how?

2) in dialogues, when the other character has a real long section of text, the top of the frame, that surrounds his/her text disappears...is there a workaround? after all this doesnt bother me much, but hey.

3) in austria it can be hard to get original versions of games. im really happy that build 12.1 got me all this nice and english text (already found a typo :p ). now im stuck with german voice files. they suck. could anybody provide me with the english voice files? they should be around 120mb and are located in (....\RESOURCE\Sounds\Voice), as im sure you know. id really love to get those.

4) which one is the most stable version of the buildmod atm? should i stay with the 12.1 or use the 13base and 13.6? will the 13 be finished soon, so i just can wait for it?

oh and.... GREAT WORK, guys <img src="style_emoticons/<#EMO_DIR#>/me.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="me.gif" />

edit: maybe this should go in the "technical" section, but since i dont really know, what counts as the "current" version... well... <img src="style_emoticons/<#EMO_DIR#>/whistling.gif" style="vertical-align:middle" emoid=":wp" border="0" alt="whistling.gif" />
(gives me the possibility to play around with those cool pirate smileys, at least)
 
<!--quoteo(post=170241:date=Nov 7 2006, 10:05 AM:name=ged)--><div class='quotetop'>QUOTE(ged @ Nov 7 2006, 10:05 AM) [snapback]170241[/snapback]</div><div class='quotemain'><!--quotec-->
Avast, ye salty sea dogs!

I've done quite some reading and searching by now, but combined with the fact that i really <i>should</i> be getting some sleep by now, im more confused than enlightened.

I've just gotten me the 12.1 build and installed it. ran the game, and tinkered around with the buildsettings.h, still some things are not to my liking.

1) when i have full crew or hull, the according bar is black.
(edit: bottom left of screen, in sea battles)
i hate that. im used to colours. can i have them back please? if yes, how?<!--QuoteEnd--></div><!--QuoteEEnd-->

<img src="style_emoticons/<#EMO_DIR#>/hi.gif" style="vertical-align:middle" emoid=":gday" border="0" alt="hi.gif" /> ged and welcome. The answer to this one is no - in build 12.1(full) anyway. Its a glitch that when you are 'full' health in that ships health display it shows as if its empty. Its annoying for sure, but part of that build sadly. It is fixed in later builds(so the build13 ones), but if you can live with it while build13 proper is released i think its possible to get used to (i did!).

<!--quoteo(post=170241:date=Nov 7 2006, 10:05 AM:name=ged)--><div class='quotetop'>QUOTE(ged @ Nov 7 2006, 10:05 AM) [snapback]170241[/snapback]</div><div class='quotemain'><!--quotec-->
2) in dialogues, when the other character has a real long section of text, the top of the frame, that surrounds his/her text disappears...is there a workaround? after all this doesnt bother me much, but hey.<!--QuoteEnd--></div><!--QuoteEEnd-->

Again i dont think there is an easy fix for this, other than a later build.

<!--quoteo(post=170241:date=Nov 7 2006, 10:05 AM:name=ged)--><div class='quotetop'>QUOTE(ged @ Nov 7 2006, 10:05 AM) [snapback]170241[/snapback]</div><div class='quotemain'><!--quotec-->
3) in austria it can be hard to get original versions of games. im really happy i got a localized english version now (already found a typo :p ). now im stuck with german voice files. they suck. could anybody provide me with the english voice files? they should be around 120mb and are located in (....\RESOURCE\Sounds\Voice), as im sure you know. id really love to get those.<!--QuoteEnd--></div><!--QuoteEEnd-->

someone will correct me if i'm wrong, but as you said you have an english localized version i think all you need to do is run the 'english.bat' file that should be in your game folder - this will put all the correct voices in the right places.

<!--quoteo(post=170241:date=Nov 7 2006, 10:05 AM:name=ged)--><div class='quotetop'>QUOTE(ged @ Nov 7 2006, 10:05 AM) [snapback]170241[/snapback]</div><div class='quotemain'><!--quotec-->
4) which one is the most stable version of the buildmod atm? should i stay with the 12.1 or use the 13base and 13.6? will the 13 be finished soon, so i just can wait for it?

oh and.... GREAT WORK, guys <img src="style_emoticons/<#EMO_DIR#>/me.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="me.gif" /><!--QuoteEnd--></div><!--QuoteEEnd-->

Well if i wanted to just play a straight game of PotC, without worrying about having my game 'break' at a later stage, then i'd stick with 12.1(full) for now.

Build 13+betas is awesome, a much improved game in many ways, but still currently has a few issues we are trying to iron out. The good news is that a final build13 release is imminent - unless other testers or myself find something really nasty, other than what we currently know about <img src="style_emoticons/<#EMO_DIR#>/piratesing.gif" style="vertical-align:middle" emoid=":shock" border="0" alt="piratesing.gif" />

So i'd say stick with build12.1 if you can put up with the few issues you mentioned, its a great improvement on the origonal game, then you have the option of picking up the build13 when its ready for release.

Alternatively, if you dont mind the idea of being a beta-tester go for the latest beta and join in the fun(?) of finding the bugs <img src="style_emoticons/<#EMO_DIR#>/modding.gif" style="vertical-align:middle" emoid=":modding" border="0" alt="modding.gif" /> <img src="style_emoticons/<#EMO_DIR#>/type_1.gif" style="vertical-align:middle" emoid=":nk" border="0" alt="type_1.gif" />

And yes the modders have done great work with 12.1(full) and all the build13(base) versions - truely amazing imho <img src="style_emoticons/<#EMO_DIR#>/yes.gif" style="vertical-align:middle" emoid=":yes" border="0" alt="yes.gif" />
 
thanks for your quick reply.

<!--quoteo(post=170244:date=Nov 7 2006, 02:28 AM:name=Black Bart)--><div class='quotetop'>QUOTE(Black Bart @ Nov 7 2006, 02:28 AM) [snapback]170244[/snapback]</div><div class='quotemain'><!--quotec-->
someone will correct me if i'm wrong, but as you said you have an english localized version i think all you need to do is run the 'english.bat' file that should be in your game folder - this will put all the correct voices in the right places.
<!--QuoteEnd--></div><!--QuoteEEnd-->

errr, well. my game is german. i installed the 12.1 build. so it gets english localized text, after you run the runme.bat. i think my post is a bit misleading on that part (as i said, im very tired by now), im going to edit it accordingly.

still, the voicefiles sound like the german ones i got from the beginning. i browsed a lot of them, and they are all like they ever were. sadly.

but i really WANT the english ones <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />

a friend of mine had this game in english long time ago, and he told me of all the funny accents (especially of the french traders going "Luc aroond")...

edit: well, i gave the 13.6 a try, what the heck, if i dont like it, i can always reinstall <img src="style_emoticons/<#EMO_DIR#>/type_1.gif" style="vertical-align:middle" emoid=":nk" border="0" alt="type_1.gif" />
still, there are only very few english voice files included, sadly, and yes, there was this english.bat, you talked about... but it couldnt help me much <img src="style_emoticons/<#EMO_DIR#>/dunno.gif" style="vertical-align:middle" emoid=":shrug" border="0" alt="dunno.gif" />

but telling from what i saw during file extraction, i think i am looking forward to english loading screens <img src="style_emoticons/<#EMO_DIR#>/bow.gif" style="vertical-align:middle" emoid=":bow" border="0" alt="bow.gif" />

just now, another question arises in my sleepy head... if the build 13 gets finished, can i use a save game from the beta ?
 
Regarding #2:

That problem persists even in Build 13, however when we find them, we can 'work around' the problem by reducing the pile of overzelous text.

The problem comes about from wordy modders typing WAY too much in there. For some reason the 'scrolling' action no longer works (someone disabled it in far off initial builds for some stupid reason), so the text is ALL displayed each time, and if there is a lot of text, it pushes the dialog screen too high and the top of the frame gets lopped off (which is a bug limitation in the game engine itself and cannot be fixed).

SO, the only fix, is finding where there is too much text displayed, and reducing it.

Like, recently someone added even MORE text to the opening dialog with Malcolm in the start cabin. So, I reduced the junk, and now the frame is no longer cropped.

Regarding Saved Games:

Not likely. Many fixes require new games be made, otherwise the 'bug' is still stuck in a saved game and you would never get around the problem. So, we have a system built in that prevents using saved games that are incomaptible with the current Build you are running. Sorry, but its a necessary evil.

Regarding English:

The "RunMe.bat" has repalced the "English.bat" and "Russian.bat", and acts ~smart~. It looks to see if you have a localized version, then uses those files for moving around and copying etc. If you want to force it into English, then you need to edit the RunMe.bat file to only do the "english" section of the bat file.

edit ... oh, and have all the english files, otherwise it just may very well end up a very silent game. So, maybe its not a good idea to edit the bat file.
 
First of all: Welcome to the forum! I hope you'll enjoy your stay! <img src="style_emoticons/<#EMO_DIR#>/doff.gif" style="vertical-align:middle" emoid=":doff" border="0" alt="doff.gif" />

It appears that most of your questions have already been answered, so I won't do it again. As for you wanting the English files: They are not part of the Build mod downloads, because it is assumed that you already have the files. I could upload them, but it's a lot of MBs, so I'd prefer not to. Are you able to get the English version of the game somehow? I've seen the game for sale at a Dutch shop a couple of months ago for very cheap indeed.

Most stable Build mod version: Build 12.1. But Build 13 Beta is becoming quite stable as well and I reckon it's mostly quite playable by now. And it does offer a lot of new features. I recommend you enjoy Build 12.1 for now and get Build 13 once you want to try it or once we finished the final version. <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />
 
<a href="http://www.amazon.co.uk/Pirates-of-the-Caribbean-PC/dp/B0009X78OE/sr=1-6/qid=1162929650/ref=sr_1_6/202-4988563-1407038?ie=UTF8&s=videogames" target="_blank">http://www.amazon.co.uk/Pirates-of-the-Car...mp;s=videogames</a>

that was the version i ended up getting. You said you were in Austria ged - maybe look from your local amazon site or try shipping it from the uk? To get those english voice files? I'm surprised the european versions dont have them included, as they have phrases from various european countries in the english game.

It seems with PotC(or other games in the Sea Dogs tradition) that the most supported version is Russian(which i cant read) or the English one(via the modders here), sadly.
 
believe me, austrian shops are verrrry strange when it comes to importing games.
so the only option i have, is to buy the game somewhere else in europe and ship it here.

i dunno, when i first bought it, it was like... 7 euro or something... so would that really pay off?
id rather pay one of YOU guys another 7 euro for the english voice files than to support the publisher even further,
after they so recklessly released a grossly unfinished game.
No, coming to think of it, buyin it again is not an option...

but thinking of it a little further... it has been so long off the shelves, that if i buy it now, the publisher wont get anymore money off me, right? they already got paid for it, and i would only support them, if the retailer would restock his supply, right?
which wont happen after such a long time? just a bet....

id gladly support my own ftp space for the files, but im pretty sure i only have 40 mb tops.

@incrediblehat, regarding the dialogue frames:
i dunno, cant you re-enable the scrolling of text somehow? well, i guess not, because you would already have tried, i believe. <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />
you said, you shortened the text, to get the frame back... i installed the 13.7 to give it a look, and still, malcolms text is long enough to cut it off <img src="style_emoticons/<#EMO_DIR#>/dunno.gif" style="vertical-align:middle" emoid=":shrug" border="0" alt="dunno.gif" />

oh, and thanks for all your answers.
 
Hmm.

Regarding dialogs. Yeah, I looked for how to get it scrolling again, but couldn't find it. Too much has changed over stock.

As for 13b7 still doing it... grr. Oh well! Are you in a low resolution, like 800x600?
 
1024*768,
i can give it a look in 1600*1200, hold on a sec.

nope, still cut off above "whew that was a close call" or whats the line.
very first dialogue in game.

i think i read somewhere that the "Duck or should i say F***" line has been taken out, to take care of it.
i still rcan see that line, right there. want a screeny?

well, maybe i messed up installing it? and got the old npc text?
but i could not think of anything that i did wrong, while unpacking.
 
<!--quoteo(post=170266:date=Nov 7 2006, 10:16 AM:name=IncredibleHat)--><div class='quotetop'>QUOTE(IncredibleHat @ Nov 7 2006, 10:16 AM) [snapback]170266[/snapback]</div><div class='quotemain'><!--quotec-->
... For some reason the 'scrolling' action no longer works (someone disabled it in far off initial builds for some stupid reason), so the text is ALL displayed each time, ...<!--QuoteEnd--></div><!--QuoteEEnd-->

What stupid reason was that?
And in a far off build? A year after Build 12.1 the dialogue still scrolled, and I still use it, the Pre 13 base.
<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->
Like, recently someone added even MORE text to the opening dialog with Malcolm in the start cabin. So, I reduced the junk, ....<!--QuoteEnd--></div><!--QuoteEEnd-->

Why do modders try to put junk into the game?
 
Are we talking about the same thing? Like Petros, I have no problems with dialogtexts being to long. I have opened a bugtracker topic so that we can post screenshots to compare our dialogwindows. That may make things clearer.

<a href="http://swankyplace.com/potcbugs/view.php?id=277" target="_blank">http://swankyplace.com/potcbugs/view.php?id=277</a>
 
<!--quoteo(post=170379:date=Nov 8 2006, 01:19 AM:name=CouchcaptainCharles)--><div class='quotetop'>QUOTE(CouchcaptainCharles @ Nov 8 2006, 01:19 AM) [snapback]170379[/snapback]</div><div class='quotemain'><!--quotec-->
Are we talking about the same thing? Like Petros, I have no problems with dialogtexts being to long. I have opened a bugtracker topic so that we can post screenshots to compare our dialogwindows. That may make things clearer.

<a href="http://swankyplace.com/potcbugs/view.php?id=277" target="_blank">http://swankyplace.com/potcbugs/view.php?id=277</a>
<!--QuoteEnd--></div><!--QuoteEEnd-->
we ARE in fact talking about the same thing, but it seems, we are misunderstanding each other:
YES, i can scroll between the part of the other person, and what the player is saying.

BUT you have the same thing, that i do: the length of the other's person's text pushes the top frame out of the dialogue part of the screen. (the orange frame you can see on the left, right and bottom part)

take a look at the vanilla potc: very long parts of text could be scrolled ... but coming to think of it... that was always a bit buggy, too, you had to use the space bar, sometimes, sometimes the arrow keys. but the dialogue part of the screen always had his frame wrapped around the text, no matter how long it was.

if i think of it a little bit further... it MAY be, the vanilla Potc was like this: other peoples text was never longer than the dialogue frame itself, and you only had an "...." option to select, which would take you to the next page. im not sure, though.

but after all, its only cosmetic.
 
Hook posted a method of reducing the current texts(as of beta6-7) size a bit, maybe that would help a little.
 
I don't think any "scrolling" has ever been disabled. Why would anyone do such a nonsensical thing? On the other hand, the reason for adding some more lengthy texts was to make the original dialog a bit more interesting. The person who did this tried to be funny, but apparently nobody really finds it funny, just annoying. <img src="style_emoticons/<#EMO_DIR#>/dunno.gif" style="vertical-align:middle" emoid=":shrug" border="0" alt="dunno.gif" />

I personally don't have a problem with the long texts and the top bar being cut off and I think it'd be a LOT of work to resolve all of those by making the texts shorter. Is this really important to work on? <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />
 
<!--quoteo(post=170386:date=Nov 8 2006, 03:43 AM:name=Pieter Boelen)--><div class='quotetop'>QUOTE(Pieter Boelen @ Nov 8 2006, 03:43 AM) [snapback]170386[/snapback]</div><div class='quotemain'><!--quotec-->
I personally don't have a problem with the long texts and the top bar being cut off and I think it'd be a LOT of work to resolve all of those by making the texts shorter. Is this really important to work on? <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />
<!--QuoteEnd--></div><!--QuoteEEnd-->
i really dont think its important. unless it causes some other troubles in the code, which i dont think, but my programming days are long gone. (i was leet in basic on the c64 and thats it <img src="style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" /> )

so, imho, no, let's rather go hunting the real bugs <img src="style_emoticons/<#EMO_DIR#>/keith.gif" style="vertical-align:middle" emoid=":keith" border="0" alt="keith.gif" />
 
okay, i have some new questions, especially about the 12.1 build. i know i could edit my last post, but id rather start a new one, so somebody notices it.

if you get p+++ed about my stupid questions, because ive couldve used the search function, please bear with me, most of the time, it brings up some 100.000 page threads, which would be rather tedious to work through.
<img src="style_emoticons/<#EMO_DIR#>/bookish.gif" style="vertical-align:middle" emoid=":mm" border="0" alt="bookish.gif" /> <img src="style_emoticons/<#EMO_DIR#>/whippa.gif" style="vertical-align:middle" emoid=":whipa" border="0" alt="whippa.gif" />

i gots a thousand questions, lets see, if i can remember some, now that i got to actually write em down:

1) which file is exactly used for the cannon smoke? i believe its smoke3, but is it the tga or the tga.tx?
and is it the one at resources/textures, or do i find it somewhere else?
or, after all, are they ALL used for a cannon fire? the orange one seems to be used for hit indicating, but also for the firing of cannons (which sucks a bit).
id like to add some more detail to the smoke i see in first person, when i fire.
for my taste its too white and too thick.
reduced sight is okay, but i want to see a little bit through it at least. just a little

2) the sweetspot, where the crosshairs in first person sailing indicate a "you gonna hit, if you aim here, matey"
seems to be MUCH smaller than in the stock game. am i hallucinating? can i find some multipliers to tinker around with it, like the one for cannon elevation?

3)what happens to the artois quest, when he dies on you? happened to me yesterday, and nothing changed in the questlog... i also couldnt talk to him(before he died of course), to tell him to sit out the next boarding. it just was no option in the dialogue.

4) if i tell an officer to sit out the next boarding, will he do just that, or will he be so kind and sit out ALL boardings, till i tell him, to come with me? is that different in 12.1 and 13?

5) i want to contribute something, give something back, because ive received so much with this modpack. believe it or not, but im overjoyed with the game now. what i can offer is me 1337 Photoshop skillz. anybody in need of those?
(since port royale 2 i have the pyramid of the dollar bill on my sails. since yesterday i have them on my potc ship too)

and just another funny offtopic thing: years ago, when my PS skills werent so leet yet, i modified the standard "Clan Steel Viper" logo for battletech a little bit. this picture seems to float around the net, in thousands of different CSV pictures by now.. so actually... i made a famous work, and nobody knows.

yesterday i found it in one of the sails, too (sail_whole_white_pirate14.tga)
<img src="style_emoticons/<#EMO_DIR#>/buds.gif" style="vertical-align:middle" emoid=":drunk" border="0" alt="buds.gif" />
 
1+2. ref cannon smoke this is part of the real cannons mod. The aim of that mod was to make the ship-ship comabt much more realisitic, imho it improves that aspect of the game by 90%(the other 10% is mostly due to how it's so much harder to destroy other ships when sailing a small ship yourself). If you look at paintings from the period(like some of the ones used as loading screens in the build13 games) you will notice that cannon fire produced massive amounts of smoke, in bigger battles it would create banks of fog that completely engulfed the battle area.
This effect was very deliberate in the mod, and even though initialy it might be annoying(as you try to see where your shots are landing through the smoke), you get used to it(and finding better positions to stand in to watch your shots) and it does add a whole heap of atmosphere to that part of the game imho.

Still in buildsettings.h you can turn of this mod somewhere?

ref cannon sights. It will also address the issue of the much narrower firing angles for your cannons.
I changed this recently back to the default pre-mod settings and i quickly changed back to the more restricted option. having the large yellow sight cursor appear everywhere i looked while in the first-person sailing view(ie on deck) just destroyed the illusion of sailing on an old wooden boat for me. but again if you turn of the real cannons mod you will be able to fire from nearly any view angle. my main issue with cannon sights is that unless it flashes red you cant fire, which makes it virtualy impossible to use chain effectively. It would be nice if you could fire without the red cursor(and your shot would go in the direction you were aiming in).

3. I guess if he dies thats the end of his side-quest. looks like a small bug that it doesnt clear his quest from your log though.

4. not sure - I havent used this feature yet.

5. Cool, great that you can contribute some stuff to the build <img src="style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" /> hmmm..... well you could have a look at this thread here:

<a href="http://www.piratesahoy.com/forum/index.php?showtopic=7941" target="_blank">http://www.piratesahoy.com/forum/index.php?showtopic=7941</a>

in my last post i included links to a few sites that have pics of weapons that could be used in the game. I had been thinking of using my poor photoshop skills to have a go at some point! but a pro's touch is much better.

Something easy i was thinking might be fun to play with would be to make some more of the icons used for swords in the inventory section - from the very first post in that thread i can see that a few of our current sword icons came from one of those sites i linked to. So that might be a nice place to start? up to you - as i said i'll have a go at a later date(once build13 is out and i've played it to death <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" /> ).

oh and feel free to post anything that occurs to you - at present it is pretty quite around here, but thats cause lots of the clever guys are wrapped up in getting build13 ready. Still the more opinions we get on the game the better imho.
 
<!--quoteo(post=170524:date=Nov 9 2006, 04:56 AM:name=Black Bart)--><div class='quotetop'>QUOTE(Black Bart @ Nov 9 2006, 04:56 AM) [snapback]170524[/snapback]</div><div class='quotemain'><!--quotec-->
1+2. ref cannon smoke this is part of the real cannons mod. The aim of that mod was to make the ship-ship comabt much more realisitic, imho it improves that aspect of the game by 90%(the other 10% is mostly due to how it's so much harder to destroy other ships when sailing a small ship yourself). If you look at paintings from the period(like some of the ones used as loading screens in the build13 games) you will notice that cannon fire produced massive amounts of smoke, in bigger battles it would create banks of fog that completely engulfed the battle area.<!--QuoteEnd--></div><!--QuoteEEnd-->
yeah,yeah i know. and im still planning on having thick smoke, but the way its like now, just doesnt look good. the smoke is to plain. i want to add more detail, so maybe i have to just play around with the files to find out, which ones are used while firing.

<!--quoteo(post=170524:date=Nov 9 2006, 04:56 AM:name=Black Bart)--><div class='quotetop'>QUOTE(Black Bart @ Nov 9 2006, 04:56 AM) [snapback]170524[/snapback]</div><div class='quotemain'><!--quotec-->
my main issue with cannon sights is that unless it flashes red you cant fire, which makes it virtualy impossible to use chain effectively. It would be nice if you could fire without the red cursor(and your shot would go in the direction you were aiming in).<!--QuoteEnd--></div><!--QuoteEEnd-->
are you talking about 12.1 or what? i absolutely have the impression, i can aim and fire where i want. im really confused now.

i dont really want to change the way, cannons behave with the mod, nor do i want to turn it off. i just want to -if possible- broaden the area, that turn the reticle red. no matter, if that would decrease accuracy.
 
1. In Build 13 the smoke is MUCH improved by Merciless Mark. This can not be turned off in BS.h, but I don't see why anyone would want to, because it is definitly better than the stock game and better than Build 12.1 as well. Much better, actually. <img src="style_emoticons/<#EMO_DIR#>/whistling.gif" style="vertical-align:middle" emoid=":wp" border="0" alt="whistling.gif" />

In Build 12.1, pressing [Space] while in 1st person mode will fire a manually aimed shot. In Build 13 this is replaced by automatic aiming. Manual aiming is still possible though using the [V] key instead. <img src="style_emoticons/<#EMO_DIR#>/yes.gif" style="vertical-align:middle" emoid=":yes" border="0" alt="yes.gif" />

The files that were changes are in RESOURCE\TEXTURES, I think, not in any subfolder. The files are smoke#.tga.tx, if I recall correctly.

2. I don't recall anything being changed, but it might have been done before my time.

4. He will sit out all boardings.

5. If you have some graphical skills, there might be some things yuo contribute. Perhaps you noticed that in Build 12.1 there are items that improve your skills, such as a rock giving a +1 sailing bonus. This strikes me as a bit odd, which is why I'd think it'd be nice to add a whole bunch of new items to the game that make sense to increase skills, such as navigational equipment increasing your navigation skills and things like that. Items are easily added, but we would also need interface pictures for them.
 
thanks for your reply.
regarding the officers to sit out boardings:
i havent tried in 13betas, but maybe the text should be changed, to
"sit out the boardings, i dont want such a valuable member of our crew to be put in danger"
so its clearer, whats actually going on.
i dont know if its a useful piece of information, but i could NOT tell artois to sit out boarding.
after all, thats not a gamebreaking bug, and i dont know, if its still in 13beta, but i thought i just point it out.

regarding the graphics work:
well, im not good at drawing, but ive become quite proficient at "stealing" and reworking pictures.
i think i can handle photoshop like a real pro, ive been working with it for years now, and its also
part of my job.
i already have a nice sextant icon in mind for items increasing navigational skill <img src="style_emoticons/<#EMO_DIR#>/keith.gif" style="vertical-align:middle" emoid=":keith" border="0" alt="keith.gif" /> (yay for every opportunity to use a pirate smiley)

just point me to the location (i will of course try to find it myself, too) of one of the icons, so i know what rules to follow (size, colorscheme and the likes) and a list of what is needed, and ill gladly work on it.

i can just work on some stuff for myself for now, and host it on my webspace, so people can decide what they like, and download it, if they do.
 
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