• New Horizons on Maelstrom
    Maelstrom New Horizons


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ship wheel for every ship! + 3d modelling

you no i think there should be toggle in the build settings like said above. I got like a intel graphics card wit a million numbers behind it...wtf? hope ill get somtin good soon.
 
To Merciless Mark: YEs! With 13 cannons fired still lags a bit, but at least half that mutch! (and just when on deck, third person sailing: no lag!) Hey, my hungarian lad (and me too, good work, matey!) want me to send hes regards and congratulate for the cannonflash! (he dont have a good internet connection)
 
Aye, Merciless Mark's Cannon Flash Mod is working well for me. Definitely less taxing on the frame rate than the old cannon smoke. A great addition to the Post Build. <img src="style_emoticons/<#EMO_DIR#>/me.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="me.gif" />

Cheers <img src="style_emoticons/<#EMO_DIR#>/par-ty.gif" style="vertical-align:middle" emoid=":cheers" border="0" alt="par-ty.gif" />
 
question to dan lunatic wolf
where can i find your character or where can i find a tailor shop to play with that guy or can i start whith that guy by changing something in the buildsettings?
 
That character should be available from Portugese tailors. If you cannot find the model, open up PROGRAM\Characters\characters_init.c and change the line "ch.model = "Animists1"; // NK" into "ch.model = "wf1blaze"; // NK", then start a new game. Make sure you tell Malcolm you want to keep your current clothes!
 
<!--quoteo(post=143745:date=Mar 28 2006, 04:25 PM:name=Pieter Boelen)--><div class='quotetop'>QUOTE(Pieter Boelen @ Mar 28 2006, 04:25 PM) [snapback]143745[/snapback]</div><div class='quotemain'><!--quotec-->
That character should be available from Portugese tailors. If you cannot find the model, open up PROGRAM\Characters\characters_init.c and change the line "ch.model = "Animists1"; // NK" into "ch.model = "wf1blaze"; // NK", then start a new game. Make sure you tell Malcolm you want to keep your current clothes!
<!--QuoteEnd--></div><!--QuoteEEnd-->

you know i already tried that character but i want the cool wolfwood the 1 with the scars and black clothes <img src="style_emoticons/<#EMO_DIR#>/laugh.gif" style="vertical-align:middle" emoid="xD:" border="0" alt="laugh.gif" /> <img src="style_emoticons/<#EMO_DIR#>/sailr.gif" style="vertical-align:middle" emoid=":sail" border="0" alt="sailr.gif" />

edit:and the portrait is diffrent
 
If you talking about the talking portrait: yes. I did not found a way to make it good yet. (I do fear that major changes can ruin the animation. ) Thats why he has the stock Blaze head yet. (Its not too different from him.) Maybe the best way should be to modify a bit the Blaze talking model, and add a hat on top.
But the 64x64, 128x128, 256x256 pixel pictures are made well, and added with him.

About the model: you can find it in any tailor, regardless in nation, becaue, all the portuguese soldiers appear in every port too ... <img src="style_emoticons/<#EMO_DIR#>/smile2.gif" style="vertical-align:middle" emoid=":))" border="0" alt="smile2.gif" /> Thats why I made him portugal.

My model's line is sound like this: 'That hard look in your eyes can tell: you finally earned a captains hat, and a decorative earring.'

The black model dont released yet, because I need to make a quest around him-and he maybe gonna be just an NPC anyway, because the Wolf (and his ship I did built) has a strict story
 
<!--quoteo(post=143187:date=Mar 24 2006, 09:18 PM:name=Merciless Mark)--><div class='quotetop'>QUOTE(Merciless Mark @ Mar 24 2006, 09:18 PM) [snapback]143187[/snapback]</div><div class='quotemain'><!--quotec-->
<!--quoteo(post=143173:date=Mar 24 2006, 10:40 PM:name=CouchcaptainCharles)--><div class='quotetop'>QUOTE(CouchcaptainCharles @ Mar 24 2006, 10:40 PM) [snapback]143173[/snapback]</div><div class='quotemain'><!--quotec-->
It's a good old Build custom that no mod should be forced on anyone. Especially not if it it possibly spoils the game. That's why we have tons of tweaks and switches in Buildsettings.h <img src="style_emoticons/<#EMO_DIR#>/yes.gif" style="vertical-align:middle" emoid=":yes" border="0" alt="yes.gif" />

So why don't you make the detailed ships tweakable? Put a " #DEFINE HIGH_DETAIL_SHIPS 1" into buildsettings.h, then wrap every code that initialises the ship and registers it with the program into conditional brackets

If(HIGH_DETAIL_SHIPS == 1 )
{
shipcode
}
So everybody can choose whether those ships appear in his game, and there is no need for quarrelling anymore.
<!--QuoteEnd--></div><!--QuoteEEnd-->
an acceptable compromise <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />
<!--QuoteEnd--></div><!--QuoteEEnd-->
Are you dropping the "compromise" and replacing it with "there should be fewer ships to decrease Lag"?
<!--quoteo(post=144325:date=Apr 2 2006, 05:41 AM:name=Merciless Mark)--><div class='quotetop'>QUOTE(Merciless Mark @ Apr 2 2006, 05:41 AM) [snapback]144325[/snapback]</div><div class='quotemain'><!--quotec-->
Theres just too many ships in post build right now, the amount of large fleets one encounters is redicolous, and it is very very rare one encounters single ships.

I think tweaking is in order, not as many ships frequently, and not as many large fleets, have like most enouncters be a ship vs ship battle and downsize fleets considerably.

Aside from more realistic gameplay this would also be good for some of the high poly ships comming up these days, that tend to slow down the system in major fleet battles. Ive longed for a single ship to ship battle for ages.
<!--QuoteEnd--></div><!--QuoteEEnd-->
While I find your admission that high poly ships cause lag somewhat refreshing, I trust that you also realize that most people have been asking for even larger fleet encounters.

The compromise here would be to make your "Downsized Fleets" selectable in Buildsettings.h" as well, right?
 
<!--quoteo(post=144369:date=Apr 2 2006, 10:50 PM:name=Petros)--><div class='quotetop'>QUOTE(Petros @ Apr 2 2006, 10:50 PM) [snapback]144369[/snapback]</div><div class='quotemain'><!--quotec-->
<!--quoteo(post=143187:date=Mar 24 2006, 09:18 PM:name=Merciless Mark)--><div class='quotetop'>QUOTE(Merciless Mark @ Mar 24 2006, 09:18 PM) [snapback]143187[/snapback]</div><div class='quotemain'><!--quotec-->
<!--quoteo(post=143173:date=Mar 24 2006, 10:40 PM:name=CouchcaptainCharles)--><div class='quotetop'>QUOTE(CouchcaptainCharles @ Mar 24 2006, 10:40 PM) [snapback]143173[/snapback]</div><div class='quotemain'><!--quotec-->
It's a good old Build custom that no mod should be forced on anyone. Especially not if it it possibly spoils the game. That's why we have tons of tweaks and switches in Buildsettings.h <img src="style_emoticons/<#EMO_DIR#>/yes.gif" style="vertical-align:middle" emoid=":yes" border="0" alt="yes.gif" />

So why don't you make the detailed ships tweakable? Put a " #DEFINE HIGH_DETAIL_SHIPS 1" into buildsettings.h, then wrap every code that initialises the ship and registers it with the program into conditional brackets

If(HIGH_DETAIL_SHIPS == 1 )
{
shipcode
}
So everybody can choose whether those ships appear in his game, and there is no need for quarrelling anymore.
<!--QuoteEnd--></div><!--QuoteEEnd-->
an acceptable compromise <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />
<!--QuoteEnd--></div><!--QuoteEEnd-->
Are you dropping the "compromise" and replacing it with "there should be fewer ships to decrease Lag"?
<!--quoteo(post=144325:date=Apr 2 2006, 05:41 AM:name=Merciless Mark)--><div class='quotetop'>QUOTE(Merciless Mark @ Apr 2 2006, 05:41 AM) [snapback]144325[/snapback]</div><div class='quotemain'><!--quotec-->
Theres just too many ships in post build right now, the amount of large fleets one encounters is redicolous, and it is very very rare one encounters single ships.

I think tweaking is in order, not as many ships frequently, and not as many large fleets, have like most enouncters be a ship vs ship battle and downsize fleets considerably.

Aside from more realistic gameplay this would also be good for some of the high poly ships comming up these days, that tend to slow down the system in major fleet battles. Ive longed for a single ship to ship battle for ages.
<!--QuoteEnd--></div><!--QuoteEEnd-->
While I find your admission that high poly ships cause lag somewhat refreshing, I trust that you also realize that most people have been asking for even larger fleet encounters.

The compromise here would be to make your "Downsized Fleets" selectable in Buildsettings.h" as well, right?
<!--QuoteEnd--></div><!--QuoteEEnd-->

I have never denied that high poly ships cause lag. And a deal of ppl are asking for smaller fleet encounters. having even larger fleets and encounters makes the gameplay compleatly absurd.
And no i am not replacing everything

seriously you seem to have made it a mission to get under my skin.
 
<!--quoteo(post=144369:date=Apr 2 2006, 09:50 PM:name=Petros)--><div class='quotetop'>QUOTE(Petros @ Apr 2 2006, 09:50 PM) [snapback]144369[/snapback]</div><div class='quotemain'><!--quotec-->
I trust that you also realize that most people have been asking for even larger fleet encounters.
The compromise here would be to make your "Downsized Fleets" selectable in Buildsettings.h" as well, right?
<!--QuoteEnd--></div><!--QuoteEEnd-->

I oughtn't to pry, but hell, I'm British, it's in my nature...

The larger fleets is the desire of the Nelson fan club though no? Do they really now represent the majority of interested parties? And are mods not made for the modders own enjoyment and merely circulated if sufficient interest is generated and enough people ask for it to be made available? Surely it is Mark and Pieter's decision as to whether reducing fleet sizes as a modification becomes a standard feature of the post-build12 modpack or is even added.

That said...never a bad idea to add a switch for modifications. And on that note I'll shut up.
 
i must accompany Merciless Mark here. ALtough, most of the modders, and players have very top of the line pc's, but sometimes big fleets can lag even those.

And: please, be real. We have almost 20-24 ship on screen, big sea encounters even now. If you want to have more ships, thats gonna be a Spanish Armada, or Admiral Nelson's battles simulator. Which is good, just this full 3d very detailed engine wont fit for it.

Even if greeeeat high end pc's doesnt seem to matter with ships masses,
there are gonna be programming issues with large sum of ships in an aged engine.

SO, I think we may can have a BIT larger number of ships onscreen,
but make a system, that enables the high poly ships for only PLAYERS!
and make low poly versions for the ai.

Listen, guys... Even a bigger resolution texture wont worth it for ai.
Because, in battle, most of the time you dont see the ai ship in close distance.

we can do however, that if you board a ship, that have a high poly version too, after the boarding, the program switches it to a higher poly version for you to explore, and sail with. Then, you dont loose the details, and the game wont lags, even in larger numbers of ships.

And then, only the player uses high poly versions.

Making low poly ai ships by copying and cutting a bit existing modified high poly ships is not a big deal in 3dsmax....
If you require, I do it for you.

High poly ships not meant to be in mass battles, only max 4, in YOUR fleet....

Please consider this.... There are engine limitations also.
But we both can achieve our goals by this idea.
 
<!--quoteo(post=144386:date=Apr 2 2006, 06:07 PM:name=Cpt Fabris)--><div class='quotetop'>QUOTE(Cpt Fabris @ Apr 2 2006, 06:07 PM) [snapback]144386[/snapback]</div><div class='quotemain'><!--quotec-->

I oughtn't to pry, but hell, I'm British, it's in my nature...

The larger fleets is the desire of the Nelson fan club though no? <!--QuoteEnd--></div><!--QuoteEEnd-->
Perhaps, but they are not the only ones.
I've been here for consistently for only 17 months but in that time I have read many posts form people asking for large fleets. I don't particularly like them (large fleets) myself but have somehow become their spokesman. <img src="style_emoticons/<#EMO_DIR#>/dunno.gif" style="vertical-align:middle" emoid=":shrug" border="0" alt="dunno.gif" />
And just so you know, I am one who voted to keep things Pre Nelson!
<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->
Do they really now represent the majority of interested parties? <!--QuoteEnd--></div><!--QuoteEEnd-->
How do we even measure that, a poll?
And if they are not the majority, do they have no business enjoying Post Build12?
<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->
And are mods not made for the modders own enjoyment and merely circulated if sufficient interest is generated and enough people ask for it to be made available? <!--QuoteEnd--></div><!--QuoteEEnd-->
I wish that were so, but if you had been around here longer, you would know that Pieter, good hearted that he is, doesn't turn anyone away and puts every mod into the Post B12!
<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->
Surely it is Mark and Pieter's decision as to whether reducing fleet sizes as a modification becomes a standard feature of the post-build12 modpack or is even added. <!--QuoteEnd--></div><!--QuoteEEnd-->
So you are saying that they speak for the majority.
Or is it that this is a dictatorship, where the debate over what is proper to include in the Post B12 is not allowed?
<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->
That said...never a bad idea to add a switch for modifications. And on that note I'll shut up.
<!--QuoteEnd--></div><!--QuoteEEnd-->
 
<!--quoteo(post=144406:date=Apr 3 2006, 02:52 AM:name=Petros)--><div class='quotetop'>QUOTE(Petros @ Apr 3 2006, 02:52 AM) [snapback]144406[/snapback]</div><div class='quotemain'><!--quotec-->
Perhaps, but they are not the only ones.
I've been here for consistently for only 17 months but in that time I have read many posts form people asking for large fleets. I don't particularly like them (large fleets) myself but have somehow become their spokesman. <img src="style_emoticons/<#EMO_DIR#>/dunno.gif" style="vertical-align:middle" emoid=":shrug" border="0" alt="dunno.gif" />
And just so you know, I am one who voted to keep things Pre Nelson!
<!--QuoteEnd--></div><!--QuoteEEnd-->
Ok, then I stand corrected. Does make me wonder why people looking to re-enact Trafalgar are playing a pirate game though. Perhaps they'll decamp to PotBS when it is finished, as the whole point of the game (at least I gather) is to have huge multiplayer battles in the 1800s.

<!--quoteo(post=144406:date=Apr 3 2006, 02:52 AM:name=Petros)--><div class='quotetop'>QUOTE(Petros @ Apr 3 2006, 02:52 AM) [snapback]144406[/snapback]</div><div class='quotemain'><!--quotec-->
How do we even measure that, a poll?
And if they are not the majority, do they have no business enjoying Post Build12?
<!--QuoteEnd--></div><!--QuoteEEnd-->
I doubt a poll would be any use. Not enough people ever use the things, and they are too easy to rig. For that matter it's impossible to second guess the opinions of players who download and use the varying mods but don't join the board or post regularly. It'd be daft of me or anyone else to claim there's a silent majority behind their case/viewpoint.

<!--quoteo(post=144406:date=Apr 3 2006, 02:52 AM:name=Petros)--><div class='quotetop'>QUOTE(Petros @ Apr 3 2006, 02:52 AM) [snapback]144406[/snapback]</div><div class='quotemain'><!--quotec-->
I wish that were so, but if you had been around here longer, you would know that Pieter, good hearted that he is, doesn't turn anyone away and puts every mod into the Post B12!
<!--QuoteEnd--></div><!--QuoteEEnd-->
In that case I see your point on the need for a switch in buildsettings. If everything is added to the modpack, then without being able to turn it off, the compiler either forces the player to use that content or not use the pack at all. But then if Pieter is of the opinion that Napoleonic content should be optional but not a part of the main post-build12 modpack (as seemed to be suggested by his posting in the discussion of modding in the Future thread), and acts in accordance with this opinion then a mod to reduce fleet sizes is likely to be added to the main modpack.


<!--quoteo(post=144406:date=Apr 3 2006, 02:52 AM:name=Petros)--><div class='quotetop'>QUOTE(Petros @ Apr 3 2006, 02:52 AM) [snapback]144406[/snapback]</div><div class='quotemain'><!--quotec-->
So you are saying that they speak for the majority.
Or is it that this is a dictatorship, where the debate over what is proper to include in the Post B12 is not allowed?
<!--QuoteEnd--></div><!--QuoteEEnd-->
I'm not suggesting any individual speaks for the majority. My point is that the author of any content should have the right to decide whether that content is distributed or is for his/her own personal use. Mark has been very active in recent weeks creating stuff which he has chosen to share with other gamers. But it is his choice to do so, and he is under no obligation to meet the demands of other gamers or heed their advice (collaborative projects are of course different). However, as he as an individual created that content, and (AFAIK) Pieter acting as an individual compiles the modpack material and works hard to ensure the varying additions work together, then is it not their decision as to whether to include that content or not?
I'm not saying this is a dictatorship, but that there seems to be few rules as to how to make decisions on this stuff. Perhaps only those who have actively contributed content should be a sort of 'ruling council' making decisions rather than 'leeches' with big ideas and bigger mouths such as myself. Since on this basis those who have put in untold hours of effort and chosen to distribute their work for others enjoyment have in some way earned the right to collectively decide such matters...perhaps a poll amongst the modders themselves?
But if Pieter does indeed decide to add everything to the modpack then I suppose a switch is the only way to be fair to all users/consumers of that content.

And apologies gentlemen for having (likely) spoken out of turn. I obviously can't but second guess the actual opinions of the mentioned parties.
 
Until now, I have added anything to the modpack that generally fits into the idea of the game. Basically, I have added almost anything in. Maybe I shouldn't have, I don't know. It certainly hasn't helped to finalize a new Build version.

I don't want to leave anything out that people might enjoy. And a toggle is easily added to features that not everybody might appreciate.

I think the time has come to define on what kind of game world we want to make of PotC. By defining this, we can decide whether we should move into Napoleonic territory, whether we want complete and utter realism, whether we will ban fantasy elements, etc. I'll be making a seperate topic on this where everybody can give his/view on the matter, after which we will decide a common goal for the modpack, which we'll be able to use to decide what will be in the modpack and what will not be in it. And for things that are debatable, we'll add a toggle. <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />
 
Let it stay in the golden age of piracy, it isnt called pirates of the caribbean for nothing, so dont add those napolionic rubbish (sorry nelson fanates) and keep all the superstius stuff, like the black pearl, the skeletons and mummis. I still think we need a few more quest around special guns/swords/ships/medals. And place the swords like the nicolas sharp sword back in the places where they belong, like in the stock potc.
 
I have now made a new thread on the topic of deciding where we want PotC to go. See <a href="http://forum.piratesahoy.net/index.php?showtopic=7090&hl=" target="_blank">here</a>.
 
Hey, lads, arent you missed my post? Both 'parties' can achieve their goals... Please, read this also, instead of word-dueling.

<!--quoteo(post=144388:date=Apr 2 2006, 11:18 PM:name=Captain 'Dan the Lunatic Wol)--><div class='quotetop'>QUOTE(Captain 'Dan the Lunatic Wol @ Apr 2 2006, 11:18 PM) [snapback]144388[/snapback]</div><div class='quotemain'><!--quotec-->
i must accompany Merciless Mark here. ALtough, most of the modders, and players have very top of the line pc's, but sometimes big fleets can lag even those.

And: please, be real. We have almost 20-24 ship on screen, big sea encounters even now. If you want to have more ships, thats gonna be a Spanish Armada, or Admiral Nelson's battles simulator. Which is good, just this full 3d very detailed engine wont fit for it.

Even if greeeeat high end pc's doesnt seem to matter with ships masses,
there are gonna be programming issues with large sum of ships in an aged engine.

SO, I think we may can have a BIT larger number of ships onscreen,
but make a system, that enables the high poly ships for only PLAYERS!
and make low poly versions for the ai.

Listen, guys... Even a bigger resolution texture wont worth it for ai.
Because, in battle, most of the time you dont see the ai ship in close distance.

we can do however, that if you board a ship, that have a high poly version too, after the boarding, the program switches it to a higher poly version for you to explore, and sail with. Then, you dont loose the details, and the game wont lags, even in larger numbers of ships.

And then, only the player uses high poly versions.

Making low poly ai ships by copying and cutting a bit existing modified high poly ships is not a big deal in 3dsmax....
If you require, I do it for you.

High poly ships not meant to be in mass battles, only max 4, in YOUR fleet....

Please consider this.... There are engine limitations also.
But we both can achieve our goals by this idea.
<!--QuoteEnd--></div><!--QuoteEEnd-->

I really hope, that you BOTH consider, and answer this thistime....
 
not everyone has 3dsmax and has the time sitting modifying a ship to lower quality, no way. sorry if i sound harsh but i never make anything in less quality than my original version of models.

I think it is all about how the model is designed, modelers should keep from adding a whole load of unneeded polygons onto some thing, take Inzane's surprise, while it is truly a wonderful ship the gun carriges does but a considerable load on the system, i used inzane's guns at first for my sloop, but then i switched and use the whole guns from the corvette boarding scene, i found that the carrige had far less polies and i even managed to put in some high poly cannons and still cutting back on the load.

My original sloop with inzane's cannons borrowed: 30000+ polies
My sloop with inzanes cannon barrles and boarding scene carrige: 18000 polies
My sloop with slightly modified boarding scene carrige and high poly cannons: 20000 polies.

i hope this is of some help for other model makers, to not put down so much effort on polies and such where it is not or barley noticable.
 
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