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Re-worked Privateer

Petros

Captain of "La Nao"
Storm Modder
<img src="style_emoticons/<#EMO_DIR#>/hi.gif" style="vertical-align:middle" emoid=":gday" border="0" alt="hi.gif" />

I don't know if "bad rope data" bugs have been worked on for B14 but I sure am seeing many in B13.

Six of them come from the Privateer, and I just noticed many ropes are missing as well.
I know it has taken 2 1/2 years but I rarely use the thing so never noticed as I was concerned with the skinning and left the rigging as was.

Now that I set my game to use only stock + few modded ships and nothing above class 3, I still am seeing so many ""bad rope" messages, I decided to go fishing to catch some.

I will be releasing a completely re-rigged Privateer when done. A quest ship should not have these bugs.
Perhaps I'll do a re-paint for a Privateer 2 while I'm at it.
 
That's great, Petros! Thanks a lot for working on this! <img src="style_emoticons/<#EMO_DIR#>/w00t.gif" style="vertical-align:middle" emoid=":woot" border="0" alt="w00t.gif" />
 
Progress so far ...
Here it had 6 "bad rope" errors and was missing many ropes.
privateer_before.gif


I think this rigging could be applied to stock brigs ... I like my top sails.
I think I can add back the sprit sail in a way that it doesn't block players view from the deck.
privateer_after3.gif
 
well, since you asked for my input, i don't see anything wrong with the rigging. halyards are definately at the right height, which is what most people get wrong.

i'm not sure, but i think you forgot the bracelines for the boom and gaff. the gaff would be the upper beam of the two beams for the driver, and the bracelines would be attached to the stern. however, since usually only one braceline was used for the gaff, it could be a good idea to attach it at the middle of the stern to avoid odd-looking ropes most of the time. or just leave that one off. two bracelines for the boom would be enough. the bermuda sloop has them, for example.
 
Awesome! <img src="style_emoticons/<#EMO_DIR#>/w00t.gif" style="vertical-align:middle" emoid=":woot" border="0" alt="w00t.gif" /> I remember it having many corrupted ropes on it and some were missing. <img src="style_emoticons/<#EMO_DIR#>/yes.gif" style="vertical-align:middle" emoid=":yes" border="0" alt="yes.gif" /> Good thing you made it's rope problem go away. <img src="style_emoticons/<#EMO_DIR#>/yes.gif" style="vertical-align:middle" emoid=":yes" border="0" alt="yes.gif" />
 
Less errors and better looks. A win-win situation! I love those! <img src="style_emoticons/<#EMO_DIR#>/w00t.gif" style="vertical-align:middle" emoid=":woot" border="0" alt="w00t.gif" />
As far as replacing the rigging on the original brigs, I'm quite fine with that.
But don't you want to keep the Privateer a bit more unique than a reskinned brig?
Are there many rigging differences between the new Privateer and the regular brigs?
 
@ Morgan
"or just leave that one off. two bracelines for the boom would be enough. "

Good idea. I'll add those!


@ Deep
Thanks.

@ Pieter
The "Privateer" as a "Sloop of War" (which is somewhat of a catch-all term anyway) has three masts, while the brigs have two.

Using the rigging from just the Fore and Main masts of the Privateer on the Brigs would add much more rope, giving them a more AOP look, I think. ... but then that would be more work for me so ... never mind.

About the spritsail:
While everyone else is going (already gone) late model, I actually prefer going retro and might add the spritsail back in on the Sloop of War.
I can set it higher up on the bowsprit so that it doesn't block the view too much.
I have also figured out how to by-pass the engine.exe/ *.dll instructions that don't allow the spritsail to be furled under "Battle sail" conditions.

All the sails on "a" spars (AKA rey) furl with the exception of rey_a1
For any ship, all one has to so is rename the bowsprit eg. ShipX_mast1.gm to mast 4 or 5.
Then, the sail on rey_a1 will behave as if it were on rey_a5.

I'm not seeing any "bad data" reports from doing this so far in system and compile logs
 
Splendid find Petros! <img src="style_emoticons/<#EMO_DIR#>/w00t.gif" style="vertical-align:middle" emoid=":woot" border="0" alt="w00t.gif" />
 
To Petros: I do think the rigging differences between the "Sloop of War" and the regular "Brig" should stay, but I have no objections to replacing the rigging of any ships with better versions. If you feel like improving the regular Brig rigging as well, I'd be more than happy to replace the rigging on all the Brigs in the game with that. <img src="style_emoticons/<#EMO_DIR#>/doff.gif" style="vertical-align:middle" emoid=":doff" border="0" alt="doff.gif" />

To Hook: It should indeed be possible to make all sprit-sails furl on battle sails mode, but this requires modifications to all ship GM files, I think. Personally I don't know how it works at all, but I know there's some members who do.
 
Oooo! Good information on the spritsail!

I prefer to command my ship from the elevated rear deck, so if you put the sail too high, it'll block the view from the back. But having the spritsail furl during battle sail conditions would go a long way to helping. Especially on the War Schooners that shoot through their own spritsails.

Pieter, could we possibly make this the default for all ships with spritsails?

Hook
 
that's good. that's very good. i've always been annoyed at shooting through the spritsail. brigs do it too, and very occasionally corvettes as well. in any case, the sail blocks the view there too. manowars aren't that bad. you can usually look past it if you pick the right spot.
 
<!--quoteo(post=299383:date=Feb 4 2009, 02:48 AM:name=Pieter Boelen)--><div class='quotetop'>QUOTE (Pieter Boelen @ Feb 4 2009, 02:48 AM) <a href="index.php?act=findpost&pid=299383"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->To Petros: I do think the rigging differences between the "Sloop of War" and the regular "Brig" should stay,<!--QuoteEnd--></div><!--QuoteEEnd-->

Yes, of course, Brigs stay with 2 masts and Sloop of War stays with 3.

<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->but I have no objections to replacing the rigging of any ships with better versions. If you feel like improving the regular Brig rigging as well, I'd be more than happy to replace the rigging on all the Brigs in the game with that. <img src="style_emoticons/<#EMO_DIR#>/doff.gif" style="vertical-align:middle" emoid=":doff" border="0" alt="doff.gif" /><!--QuoteEnd--></div><!--QuoteEEnd-->

The reason I suggest it is because much of the design work is already done with the bow sprit (mast1.gm) mast 2 and 3 of the Sloop of War matching those of the Brigs.

I only have to remove the mizzen (mast4) from the Sloop of War and and add its driver to Mast 3 of the Brig and change very few ropes to complete it.

The tedious part would be re-labeling each part for Brig1 and Brig2, and of course it would make a bigger download.

Another thing, do you guys really like that very large flag on the driver sail.
I was thinking of taking it off or at least making it smaller.

I'll get back to you later on the Battle sail issue with mast one. I am going to try some stuff first.
 
I like it, but you are right about that one Petros, it should be a bit smaller, it now is half the size of the sail.
 
<!--quoteo(post=299383:date=Feb 4 2009, 02:48 AM:name=Pieter Boelen)--><div class='quotetop'>QUOTE (Pieter Boelen @ Feb 4 2009, 02:48 AM) <a href="index.php?act=findpost&pid=299383"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->... It should indeed be possible to make all sprit-sails furl on battle sails mode, but this requires modifications to all ship GM files, I think. Personally I don't know how it works at all, but I know there's some members who do.<!--QuoteEnd--></div><!--QuoteEEnd-->

<b><!--sizeo:5--><span style="font-size:18pt;line-height:100%"><!--/sizeo--><!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro-->Success!!!!!!!! <!--colorc--></span><!--/colorc--><!--sizec--></span><!--/sizec--></b>Started a new game with Brig1 and took it out to sea. Checked system log, no errors. Paused game.

First with "Tool" I
1. opened "Brig1.gm" and changed Mast1 locator name to Mast7

2. opened "Brig1_mast1.gm" and changed "rey_a1" locator name to "rey_a7"
Note: here "Tool" shrunk the file from 15KB to 8 KB. What data is gone I can't tell as the mast looks fine, no distortion of lighting problem, and as for collision, can still be broken off.

3. Then I simply renamed file "Brig1_mast1.gm" to "Brig1_mast7.gm"
and also renamed "Brig1_rey_a1.gm" to "Brig1_rey_a7.gm"

Now back in game I switch to map and then back to sailing mode, checked the system.log, still no errors.

Now I can go to Battle sails and the Sprit sail, now "a7" furls just as do the "a2" and "a3" sails.

Edit: I've found that I can skip step 2 and things still work with no error reports.
This would be a dirtier approach as then you have mislabeled files and locators.
Also, the data "Tool" trashes in this case might actually be trash after all.

As an example, I noticed that the deck of Brig 1 is all twisted and warped looking and it's path file is twice the size of Brig2_path.gm. I replaced it with Brig2's path and now it looks fine.

Afterthought ... does anyone ever use Brig1 ... or any other Brig? Does anyone care?
 
<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->Afterthought ... does anyone ever use Brig1 ... or any other Brig? Does anyone care?<!--QuoteEnd--></div><!--QuoteEEnd-->We do care, Petros, of course!

<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->Note: here "Tool" shrunk the file from 15KB to 8 KB. What data is gone I can't tell as the mast looks fine, no distortion of lighting problem, and as for collision, can still be broken off.<!--QuoteEnd--></div><!--QuoteEEnd-->I don't have any experience about ship editing in Tool, but when I was playing with the archipelago model, a loss of the collision data did represent about half of the size - and ships do have collision data. Of course it would be weird that the mast still broke if it had lost all collision data. With Tool I know you can import collision data from another .gm model so that it's been added to the one you're editing; maybe you could use a backup of original brig mastmodel for that? Just to try to understand what that lost data could be...

Or maybe you could use the hex editor to change the locators name, rather than Inez' Tool?

Note : about this collision data, looking at the Tool's help, it seems that Inez wasn't too sure altogether of what it could be, or what purpose it actually has. <!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->When import is complete, the tool will prompt you for an existing file to copy "collision information" from. This should usually be ignored (choose Cancel), except for ships (see Ship Import). Not sure this has really anything to do with collision.<!--QuoteEnd--></div><!--QuoteEEnd-->
 
That's great, Petros! If the regular brigs and the sloop of wars keep the same number of masts, there is nothing against replacing the rigging whatsoever. Great work! <img src="style_emoticons/<#EMO_DIR#>/bow.gif" style="vertical-align:middle" emoid=":bow" border="0" alt="bow.gif" />
 
<!--quoteo(post=299472:date=Feb 4 2009, 02:01 PM:name=a simple virtual sailor)--><div class='quotetop'>QUOTE (a simple virtual sailor @ Feb 4 2009, 02:01 PM) <a href="index.php?act=findpost&pid=299472"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->...
<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->Note: here "Tool" shrunk the file from 15KB to 8 KB. What data is gone I can't tell as the mast looks fine, no distortion of lighting problem, and as for collision, can still be broken off.<!--QuoteEnd--></div><!--QuoteEEnd-->I don't have any experience about ship editing in Tool, but when I was playing with the archipelago model, a loss of the collision data did represent about half of the size - and ships do have collision data. Of course it would be weird that the mast still broke if it had lost all collision data. With Tool I know you can import collision data from another .gm model so that it's been added to the one you're editing; maybe you could use a backup of original brig mastmodel for that? Just to try to understand what that lost data could be...

Or maybe you could use the hex editor to change the locators name, rather than Inez' Tool?

...<!--QuoteEnd--></div><!--QuoteEEnd-->

The only thing I see that can be read from another file are locators.
Doing that and saving in this case still produces a smaller file.

Using a hex editor just to change locator names in this case does work.

I still have the problem of adding or moving locators on that mast for the Sloop of War.
I have to use Tool there and that gives me the smaller file anyway.
 
Could it be that the original mast files did have collision data, but it's not really required for masts, just for hulls?
 
Never tried one of the stock PotC brigs as they are butt-ugly tbh, but yours are premiere qualité, petros! Good job!


<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->Could it be that the original mast files did have collision data, but it's not really required for masts, just for hulls?<!--QuoteEnd--></div><!--QuoteEEnd-->

They should have collision data of some sort, as the engine is able to differentiate between hull and mast (sail?) damage, right? <img src="style_emoticons/<#EMO_DIR#>/wacko.gif" style="vertical-align:middle" emoid=":wacko:" border="0" alt="wacko.gif" />


Regards,
Bava
 
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