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Smuggling on Douwesen

What's this? Well it's aproximativly what I'm using right now... but as I didn't had a perfect locator, I used a combo of three of them :
<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->float locx,locy,locz;
locx = stf(loadedLocation.locators.goto.goto1.x);
locy = stf(loadedLocation.locators.officers.reload2_2.y);
locz = stf(loadedLocation.locators.reload.reload1.z);
locCameraToPos(locx, locy, locz, false);<!--c2--></div><!--ec2-->

Your code says to put the camera at the x,y, & z coordinates of a camera locator called camera13 in the specific place in which the quest takes place (Redmond prison). That's exactly what I propose to do for a lot of places like stores, some shipyards, etc : add new locators called 'camera' as well where we could put the camera during the dialog to have a nicer view.
 
Sounds good to me. If you can somehow get all those locators added. But how would you handle random encounters in towns and the like?
 
<!--quoteo(post=220930:date=Nov 11 2007, 12:18 AM:name=a simple virtual sailor)--><div class='quotetop'>QUOTE(a simple virtual sailor @ Nov 11 2007, 12:18 AM) [snapback]220930[/snapback]</div><div class='quotemain'><!--quotec-->Yes, I had noticed that - it doesn't revert to normal if you entered the trade or trade item interface, but I does if you just talked to him. It mustn't be very difficult to correct.<!--QuoteEnd--></div><!--QuoteEEnd-->You can correct this by just adding the line <i>locCameraFollow();</i> below all <i>DialogExit();</i> lines in the file (cases "trade_low", "trade_1", "items", "exit_map", "exit_trade", "restock_ammo1", "restock_ammo2" and "restock_ammo3"). If we go through with changing this for more dialogs, we might as well put the <i>locCameraFollow();</i> line IN the DialogExit() function.
 
As you told me, I've made some changes on the dialog.c file. So now all dialogs are concerned, and it doesn't look so bad. I've added the file on the FTP if you want to test it. That's not a definitive version and several future improvements are needed :
- find a way to make the camera respecting the patch
- find a way to disable this option for some dialog
- find a way to disable this option if you are in 1st person view

And of course it would be good to explain this camera to focus on an invisible point between both characters instead of just the main character.
 
Thanks a lot! I'll check it out! <img src="style_emoticons/<#EMO_DIR#>/doff.gif" style="vertical-align:middle" emoid=":doff" border="0" alt="doff.gif" />
 
<!--quoteo(post=220158:date=Nov 4 2007, 10:06 PM:name=a simple virtual sailor)--><div class='quotetop'>QUOTE (a simple virtual sailor @ Nov 4 2007, 10:06 PM) <a href="index.php?act=findpost&pid=220158"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Nope, I hadn't. I thought I had saved it somewhere when I changed my computer but I hadn't, and my friend who was working on it did even worst (lost all the memory of his labtop). I haven't try to look in old files I have in external disks, there still might be some bit of it. I'm going to check out right now.

Edit : well ! I have more copies of PotC than I had thought. One has still some of this work, but it doesn't seems to be fully achieved - and it's only the STOCK PotC part. I'm looking again to see if it can be sent to you.

Edit2 : for what it looks like, this was the part I had made alone. There is a minor bug in the dialog, but for the rest it was in its definitive form. My friend was supposed to write new texts on that (this one only use stock game text). Let's see if I can correct the bug and make it works in Build 13.

Edit3 : I've added on the FTP a test version (in 'a simple virtual sailor' folder, it's called 'Douwesen soldiers - Build 13.rar'). Tell me what you think of it.

what does it do :
- it's only working for Douwesen soldiers
- soldiers have more logical second dialogs depending on what they told you first
- they have different greetings sounds and head models expression depending on their mood
- all of them are reseted from times to times (= their hour is finished; they are replaced by fellow soldiers and can go and rest a little)

Apart from that, no major changes - it's only a little mod to give the idea of what could be done.<!--QuoteEnd--></div><!--QuoteEEnd-->


Would it be compatible with 14.6?
 
It'll be included in Alpha 8. I recommend people to not try and install additional mods on top of their game version; it tends to cause trouble if you don't know what you're doing. But it CAN be installed on Alpha 6, of course. Using WinMerge helps a lot here.
 
Herr... Nope, infortunatly I don't think it is Build 14 compatible - the greeting code have been changed in a strange way since - so no, I wouldn't try to install it in a non-build 13 game.

Pieter, I think I'm going to make updates of all my small adds as soon as you release the next Build 14 alpha. 'Cause a short look at 'FOR_PIETER AND_KK_26.11.2007' that was on the FTP learned me that with all thoses changes NONE of my adds should works correctly.
 
I did put your Douwesen soldier code in my game version and the facial expressions do work. The greetings don't, though. What else of yours shouldn't work properly in the latest Alpha code?
 
Not to worry, Pieter - the files I looked at are certainly not representative of the latest Build 14 alpha. I'm downloading your alpha 8 'for modders' to check out.

I've rewritten Lai_poor.c recently to improve the behavoring of beggars ingame (I know, there's only Henry on Redmond but there could/should be more of them.) I'll add it into the 'a simple virtual sailor' folder on the FTP as soon as I make it compatible with alpha 8 (I had written that for Build 13).
 
Sounds nice. :p

I've got some bad news though. Thomas the Terror made new skins for the Dutch soldiers (unreleased) that can be switched with the stock game skins with the NAPOLEONIC_ERA toggle (aka ENABLE_POTCSOLDIERSCHARACTERS or something like that). Unfortunately your Douwesen soldiers facial expressions mod doesn't work very well with that and we got several weird issues: Soldiers swapping between stock and custom models every now and then and the head models are the stock game ones, even though on all other soldier swaps we do get the correct heads. After removing your code (for testing purposes) everything started to work right. Something here needs some more work. <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />
 
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