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Santo Domingo

Nosie_old

Captain Victorious
<img src="style_emoticons/<#EMO_DIR#>/hi.gif" style="vertical-align:middle" emoid=":gday" border="0" alt="hi.gif" />
Santo Domingo ? Just a copy of Greenfort with a bit
of confusion. The Gov. in Prison, but very comphy I must
say(copy of Pirate Den) and ofcourse everybody resides
somewhere else than Greenfort. No traders at stands
( daytime). Menu Works! Going into jungle, forget it!
Dialog with one character in a walkthru house is very
funny and here is part of it:' Hey, you there in front of the keyboard!
This is the building you created, So how about creating your own
DIALOG as well...etc(more instr.)
Now that did not make me feel good, even so I had nothing
to do with it! Scouts honor!
..and than I had to find my way back because some clever fellow
put some sort of crap right in front of the gate!
I know you all knew this allready!!? I would have liked
to go back to my ship and blow it all up, but that option is not
in the game!..what a shame!!!!
And before I turn on greater Oxbay it has to be improved a lot!
I'm glad that it can be turned off!!
My only hope is that some clever modder comes along to fix
all this! <img src="style_emoticons/<#EMO_DIR#>/buds.gif" style="vertical-align:middle" emoid=":drunk" border="0" alt="buds.gif" />
 
Too bad we can't all be as clever as you <img src="style_emoticons/<#EMO_DIR#>/rolleyes.gif" style="vertical-align:middle" emoid=":rolleyes:" border="0" alt="rolleyes.gif" />
 
<!--quoteo(post=166933:date=Oct 11 2006, 10:01 PM:name=CouchcaptainCharles)--><div class='quotetop'>QUOTE(CouchcaptainCharles @ Oct 11 2006, 10:01 PM) [snapback]166933[/snapback]</div><div class='quotemain'><!--quotec-->
Too bad we can't all be as clever as you <img src="style_emoticons/<#EMO_DIR#>/rolleyes.gif" style="vertical-align:middle" emoid=":rolleyes:" border="0" alt="rolleyes.gif" />
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<img src="style_emoticons/<#EMO_DIR#>/whistling.gif" style="vertical-align:middle" emoid=":wp" border="0" alt="whistling.gif" /> Well,thats a reply we can do without! <img src="style_emoticons/<#EMO_DIR#>/flower.gif" style="vertical-align:middle" emoid=":ty" border="0" alt="flower.gif" />
 
I think I've seen a couple of hundred posts about how the whole building set is experimental. We're doing stuff that the game never intended for us to do. Some people like it. Others don't. If you don't like it, turn it off. No sense complaining about it.

I think what CCC means is, feel free to fix it if you want. It's all open source, after all. Everyone has the same opportunities. If you can improve it, we'll all salute you. And if not, we'll play the game anyway. Some of us using the building set, others turning it off.

Hook
 
In the daytime i quite like the building set - it does need some finishing, but i find all those lush green plams and trees make it feel more jungle like - in fact they should be moslty used on jungle paths etc(i lived in a jungle for a number of years) It would make it much more claustrophobic and closed in(like a real jungle) and it would be much harder to find all those nice items laying around? Has this been talked about before ref new jungle locations on the new islands etc?

At night the colour shifts are a bit odd, but i guess it means having to change all the new models for different shaded ones - quite a lot of work for an experimental bit of modding <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />

But yeah rather than complaining about things you can switch off(and maybe upsetting peoples feelings.....), well just switch them off if you prefer <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />
 
<!--quoteo(post=166940:date=Oct 11 2006, 03:31 PM:name=Nosie)--><div class='quotetop'>QUOTE(Nosie @ Oct 11 2006, 03:31 PM) [snapback]166940[/snapback]</div><div class='quotemain'><!--quotec-->
<!--quoteo(post=166933:date=Oct 11 2006, 10:01 PM:name=CouchcaptainCharles)--><div class='quotetop'>QUOTE(CouchcaptainCharles @ Oct 11 2006, 10:01 PM) [snapback]166933[/snapback]</div><div class='quotemain'><!--quotec-->
Too bad we can't all be as clever as you <img src="style_emoticons/<#EMO_DIR#>/rolleyes.gif" style="vertical-align:middle" emoid=":rolleyes:" border="0" alt="rolleyes.gif" />
<!--QuoteEnd--></div><!--QuoteEEnd-->
<img src="style_emoticons/<#EMO_DIR#>/whistling.gif" style="vertical-align:middle" emoid=":wp" border="0" alt="whistling.gif" /> Well,thats a reply we can do without! <img src="style_emoticons/<#EMO_DIR#>/flower.gif" style="vertical-align:middle" emoid=":ty" border="0" alt="flower.gif" />
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And another! <img src="style_emoticons/<#EMO_DIR#>/diomed.gif" style="vertical-align:middle" emoid=":dio" border="0" alt="diomed.gif" /> Do you yourself mod, Nosie?
 
<!--quoteo(post=166940:date=Oct 11 2006, 03:31 PM:name=Nosie)--><div class='quotetop'>QUOTE(Nosie @ Oct 11 2006, 03:31 PM) [snapback]166940[/snapback]</div><div class='quotemain'><!--quotec-->
<!--quoteo(post=166933:date=Oct 11 2006, 10:01 PM:name=CouchcaptainCharles)--><div class='quotetop'>QUOTE(CouchcaptainCharles @ Oct 11 2006, 10:01 PM) [snapback]166933[/snapback]</div><div class='quotemain'><!--quotec-->
Too bad we can't all be as clever as you <img src="style_emoticons/<#EMO_DIR#>/rolleyes.gif" style="vertical-align:middle" emoid=":rolleyes:" border="0" alt="rolleyes.gif" />
<!--QuoteEnd--></div><!--QuoteEEnd-->
<img src="style_emoticons/<#EMO_DIR#>/whistling.gif" style="vertical-align:middle" emoid=":wp" border="0" alt="whistling.gif" /> Well,thats a reply we can do without! <img src="style_emoticons/<#EMO_DIR#>/flower.gif" style="vertical-align:middle" emoid=":ty" border="0" alt="flower.gif" />
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You have a point there...

Sorry if that sounded like a personal insult, that was not my intention. I was rather worn out and frustrated cause I had just spent hours with bugfixing, and your.. err.. rant pushed me over the edge.

What I would have said if i had been in a better state: of course you have every right to rant about a mod you don't like. The question is, what do you achieve by that? IF you are REALLY interested in getting more interesting and better looking locations then ranting wouldn't do the trick (on the contrary, it will only drive modders away from PUBLISHING mods).
All modders I know (clever or not) have already much more work to do than they can ever manage. So I doubt that you can push anyone to make the locations YOU would like to have.

But, as it has been said, if you want locations that YOU like YOU can make them yourself. Seriously, you CAN do it, the tutorials and tools are all available. We all had to learn modding by starting from scratch.
 
Mr CCC, what do you think on using your profusive vegetation to create really, really jungly locations? Has it already been tried on the new Islands? I think they would be perfect for creating an overgrown jungle look - tricky to navigate, hard to find small things dropped on the floor - just like a real jungle!

I'm just thinking on the concept - i'm not asking for you to do any! just so thats clear, as you say we are all pushed for time we can dedicate to PotC, and we have plenty of other stuff to do for now. Still if you want a diversion and a chat about this i'd be willing <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />
 
We are all very well aware of the craziness of the BuildingSet mod. The motionless characters are odd, the walkthrough-buildings are odd, the lighting is odd. However, there's nothing much that can be done about it. It's either having a weird BuildingSet mod or no BuildingSet mod at all. I would much rather have a weird BuildingSet mod, because I rather like it and I would never want to get rid of it. However, a toggle will be added for those who don't like it. But don't go complaining then that all the locations look the same. The BuildingSet can be used to make existing locations look quite different (for examples, see Saint Martin and Antigua), but if you turn the mod off, the locations will look the same as the stock game's locations again.

In short: Is the BuildingSet mod perfect? No. But I think that the modders here are quite tired of hearing the same complaints over and over again. Ever since the release of the mod, people have been complaining. Considering that the mod was done over a year ago, we must have had over 50 complaints about it by now. <img src="style_emoticons/<#EMO_DIR#>/wacko.gif" style="vertical-align:middle" emoid=":wacko:" border="0" alt="wacko.gif" />
 
but i wonder, how does it come that Screwfaces jungle had the right texture and CCC`S jungle not, if we just could change the texture to the one of screwface, i think we should get less complains.
 
Ummm, those jungles are BOTH Buildingset models 'made' by me. Though instead of 'made' I should say 'taken from Akella and twisted': the 'ugly' one is based on the 'landing beach' icon from the worldmap (therefore the low poly model). It was supposed to be just a graphical symbol for a plank producing forest, and I thought a simple look would be sufficient for that.

I made the other 'jungle' model, based on some jungle location, on Screwface's request. He wanted some big, nice jungle to fill his new islands with vegetation.

And if it looks and works allright there one could add them elsewhere too. I put an instruction into this thread:

<a href="http://www.piratesahoy.com/forum/index.php?showtopic=6620&st=80" target="_blank">http://www.piratesahoy.com/forum/index.php...=6620&st=80</a>
 
Well, here I am, and by now I may have been officially labeld 'most annoying sailor on the forums' but I'll say this anyway, I think that in order to make the new towns different from the old ones, the town locations should either be created from the scratch (the hard way, in my opinion), or reskinned, with the BuildingSet buildings only placed on inaccessable locations (like in Antigua, Marigot and Philisburgh, the best of the new colonies in my oppinion). Now I'm no modder, at least not yet <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" /> , and I know that I'll certainly receive another 'do it yourself' reply, but I'm just mentioning it, because I think it's a good idea.
There's one other thing that bugs me about the new towns. All town area models are done so, that by looking over the walls, you see a part of the neighboring area. In the new colonies, I go thru a gate and enter an area that is completeley different from the one seen from the previous area. I think that makeing two towns identical is much better than makeing the new town unrealistic.
Just a tip. I hope haven't angered anyone <img src="style_emoticons/<#EMO_DIR#>/oops3.gif" style="vertical-align:middle" emoid=":eek:ops2" border="0" alt="oops3.gif" /> .
 
It is possible to reskin existing towns. I have a Spanish styled reskin of Greenford for use in Santo Domingo. I haven't put it into the modpack yet; it has to wait for Build 13.1. There are several location reskins that we could use from the Russian SLiB mod. I also have the files to add the AoP Tortuga and Guadeloupe into the game, which also look completely different. However, making completely new towns from scratch is something that has never been done and I don't know if it'd be even possible. So we'll need to make the new towns as good as possible with the methods we do know are possible:
1) Reskinning
2) using the BuildingSet
3) Hyjacking AoP towns

As for the backgrounds: I agree they're odd, but I don't know how to make new ones either. I don't think anyone knows that. <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />
 
<!--quoteo(post=168360:date=Oct 21 2006, 11:23 AM:name=Captain Benedickt)--><div class='quotetop'>QUOTE(Captain Benedickt @ Oct 21 2006, 11:23 AM) [snapback]168360[/snapback]</div><div class='quotemain'><!--quotec-->
Now I'm no modder, at least not yet <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" /> , and I know that I'll certainly receive another 'do it yourself' reply, but I'm just mentioning it, because I think it's a good idea.
There's one other thing that bugs me about the new towns. All town area models are done so, that by looking over the walls, you see a part of the neighboring area. In the new colonies, I go thru a gate and enter an area that is completeley different from the one seen from the previous area. I think that makeing two towns identical is much better than makeing the new town unrealistic.
Just a tip. I hope haven't angered anyone <img src="style_emoticons/<#EMO_DIR#>/oops3.gif" style="vertical-align:middle" emoid=":eek:ops2" border="0" alt="oops3.gif" /> .
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Hey, looks what I said here might sound too harsh. Of course everyone is free to say what he doesn't like, and the way you put it it ( fair criticism without getting personal or nagging) it is very welcome <img src="style_emoticons/<#EMO_DIR#>/par-ty.gif" style="vertical-align:middle" emoid=":cheers" border="0" alt="par-ty.gif" />

If I say "you must do it yourself" I don't want to brush off or belittle criticical comments. I only want to dash false hopes and make clear that our little community currently doesn't have the resources to (re)model entirely new towns.

You are right that the "background buidlings" often do not match the new neighbouring locations. Unfortunately they are integral part of the townmodel, and only remodeling could remove them. Making the townquarters identical to the original town would indeed solve THAT problem, but I fear we would get only more of the "bah, that's just Greenford relabeled" comments. And I personally prefer it that the town layouts offer at least a bit of variation.

One COULD of course hide the not-matching background buildings under matching Buildingset buildings...


BTW, you are absolutely right that additional buildings are best placed in inaccessible areas <img src="style_emoticons/<#EMO_DIR#>/yes.gif" style="vertical-align:middle" emoid=":yes" border="0" alt="yes.gif" />
 
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