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    Maelstrom New Horizons


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Stable Build 13 Work In Progress

<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->That's just MEAN!
Build 13.1, then?<!--QuoteEnd--></div><!--QuoteEEnd-->
I just don't trust it right now, as its "completely new" and really does a workover of the controls file. Only I have tested it in the matter of 'one day', and no one else has, or has reported it works flawless or not.

It's too risky for a big full build 13 installer type release, ya know?

However, it IS built, and CAN be tested, and added in a later update.

BTW, I changed the 'default' key of REINIT to "F11" ... and made it 'hidden' (so its not changeable/visible in controls option menu. This is a good spot for it, as its a modders tool key, just like console. Good to move it away from any other keys.


As for BS.h and IS.h, it would be best if it could go into the BASE POTC folder... however the damned included system 'starts' at "PROGRAM"... grrrr. A second folder inside makes it even more difficult to find. UNLESS you make an "Installer" that adds TWO ALIASES to the files in the root POTC directory, so they are seen, and easily clicked to open and edit.
 
I understand why you don't want it added yet. I was just joking. <img src="style_emoticons/<#EMO_DIR#>/whistling.gif" style="vertical-align:middle" emoid=":wp" border="0" alt="whistling.gif" />

I think using F11 instead of I is a good idea for reinit. Then we won't need to turn it off at all either. Much easier. <img src="style_emoticons/<#EMO_DIR#>/me.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="me.gif" />

I'll try to get those shortcuts to BS.h and IS.h to work. Might be possible; haven't tried it yet.
 
As long as F11 has no problem with localized keyboards, it's a great choice. But I rememeber reading somewhere that some of the function keys couldn't be used because of problems with certain localized keyboards.

Just because the file system starts with Program doesn't necessarily mean you can't go to a higher folder. What about this (untested):

#include "../CustomSettings/BuildSettings.h"

Hook
 
I dont know if this is the right place for this question but here goes:

ref when you pack the build13 or a beta even - why does the whole engine.exe go with it? Theres probably a good reason why it does - just wondered? It would save a bit of space on the download if it wasnt actualy needed - most of us have it already anyway(i've got it about 7 times over with all the recent betas!)?
 
<!--quoteo(post=172238:date=Nov 18 2006, 01:49 PM:name=Pieter Boelen)--><div class='quotetop'>QUOTE(Pieter Boelen @ Nov 18 2006, 01:49 PM) [snapback]172238[/snapback]</div><div class='quotemain'><!--quotec-->
<!--quoteo(post=171884:date=Nov 16 2006, 04:14 PM:name=Hook)--><div class='quotetop'>QUOTE(Hook @ Nov 16 2006, 04:14 PM) [snapback]171884[/snapback]</div><div class='quotemain'><!--quotec-->
Just because some modder likes a different setting is not sufficient reason to change it for everyone. Especially on things like the control keys. People coming over from the stock game will expect the controls to work the same. People who want the controls changed can change them. I *DAMN* sure do NOT want to use someone else's customized keyboard layout.
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What to do with the forward/backward movement keys? The originl default was left and right mouse button, which are just plain ridiculous key assignments as far as I'm concerned. I vote for a default of A and D or left and right arrow key, but NOT the left and right mouse button! <img src="style_emoticons/<#EMO_DIR#>/piratesing.gif" style="vertical-align:middle" emoid=":shock" border="0" alt="piratesing.gif" />
<!--QuoteEnd--></div><!--QuoteEEnd-->
*I* am very fond of the left mousebutton! (And you called that ridiculous! I demand satisfaction <img src="style_emoticons/<#EMO_DIR#>/duel_pa.gif" style="vertical-align:middle" emoid=":ixi" border="0" alt="duel_pa.gif" /> But I'll let you live a few more days so that you can finish B13, generous as I am <img src="style_emoticons/<#EMO_DIR#>/doff.gif" style="vertical-align:middle" emoid=":doff" border="0" alt="doff.gif" /> )
I use LM for moving forward and scrolling dialog down. And on the right mousbutton I have activate, open & chose dialogoption, so that i can rush trough towns and dialogs using the mouse only.
*I* would call left/right arrow for forward/back ridiculous (there you have it <img src="style_emoticons/<#EMO_DIR#>/laugh.gif" style="vertical-align:middle" emoid="xD:" border="0" alt="laugh.gif" /> )

All I want to say with that is: you can't make a key map that will suit everyone. Don't waste time and effort on that, leave it as it was, as Hook said.
 
About engine.exe: It is in the beta's, because the icon and starting screen were changed for Build 13. It isn't really required, but I like it better than the default ones. <img src="style_emoticons/<#EMO_DIR#>/dunno.gif" style="vertical-align:middle" emoid=":shrug" border="0" alt="dunno.gif" />

About the key settings: Sorry CCC. I, of course, meant that I personally find it weird to use those mouse buttons, but other people are free to like them, of course. What should be the defaults? Currently the defaults are W and S for forward movement in Build 13. Should that be reset to the stock controls of left and right mouse button?
 
<!--quoteo(post=172303:date=Nov 18 2006, 04:34 PM:name=Pieter Boelen)--><div class='quotetop'>QUOTE(Pieter Boelen @ Nov 18 2006, 04:34 PM) [snapback]172303[/snapback]</div><div class='quotemain'><!--quotec-->
About the key settings: Sorry CCC.
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No need for that, I was only joking <img src="style_emoticons/<#EMO_DIR#>/yes.gif" style="vertical-align:middle" emoid=":yes" border="0" alt="yes.gif" /> As for default settings, I don't really care much. I am happy and content that there are so many tweaks so that I can make MY settings, but I would never dare to force my settings on anyone as default.

Actually I see no need to discuss key settings (or "historically accurate" balldamage in the other threat) Everyone can set them to his liking, so everyone could be happy <img src="style_emoticons/<#EMO_DIR#>/dunno.gif" style="vertical-align:middle" emoid=":shrug" border="0" alt="dunno.gif" />
 
I can't deal with the W and S keys for movement. I much prefer the mouse buttons myself. This is why I added a setting to BuildSettings.h so the default could be whichever way you like it.

Personally, I think the controls should be left at the stock game defaults so that first time downloaders of the mod won't get totally confused. And their original game documentation is still valid.

If people want customized controls, they can customize them after they get the build installed.

Hook
 
Alright. I'll reset it to the right and left mouse buttons for Build 13 then.
 
<img src="style_emoticons/<#EMO_DIR#>/yes.gif" style="vertical-align:middle" emoid=":yes" border="0" alt="yes.gif" /> <img src="style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" />
 
PotC is the one and only backwards game I have even played in my life in regards to controls. I have played a lot of games too. Basically every 'person control' game (1st or 3rd) uses the WADS for movement. I think the only game that used mouse buttons for forward, was that very first FPS (and seriously crappy) "PC" game called "DOOM". It was a joke really by John, but oh well, people changed the controls themselves, and when Quake came out it was properly setup.

POTC is basically ridiculous with the key setup. Its completely across the board (and mouse) to do what you need to do in the game. And with stock game, there were not many keys you have to contend with! Absolutly absurd. It's like Akella just randomly typed stuff in and said "eh, ship it out like that".

But anyhoo, yeah, set those stupid mouse buttons like stock. At least it will force people to go into the controls menu and see all the other nifty keys they have to play with, when they all go in and change the stupid mouse buttons to what they prefer.
 
another vote for left mouse from me.

I never wanted to suggest we change all the default keys - i was just having trouble with a few of the mod added keys('I'+'O' mainly) being too close to the default keys(or each other), just to clear up any confusion over that. F11 for 'I' sounds great if it works ok <img src="style_emoticons/<#EMO_DIR#>/yes.gif" style="vertical-align:middle" emoid=":yes" border="0" alt="yes.gif" />

What i would really love would be if Left mouse could be made to work like the 'K' key for always run on/off? one click sets it to always move forward, next click back to default? it would give my mouse finger a nice rest when roaming the jungle interiors.

One guy made a mod(after i posed the question) for Morrowind for this kind of thing. In morrowind on pc(unlike the xbox version) the 'sneak' function required you to hold down left control constantly to remain in sneak-mode. This was a game that used the mouse for looking around + WASD setup for movement - it got very painfull and cramped to be sneaking for any period of time. So he used a little extra program(which i got as its a freeware thing) that enables you to set up little scripts you could run to do stuff like make the ctrl key an on/off toggle.

Not sure if this is possible with a mouse button though and i did try to make a script using the program to run in PotC and it went all screwy - but thats 100% due to my non-scripting ability i suspect! Although i can see it having an issue with menus etc - simply for running forward it worked, kind of.

Good idea for PotC or is it just me with the acheing mouse finger?

maybe i should just work out more? <img src="style_emoticons/<#EMO_DIR#>/dunno.gif" style="vertical-align:middle" emoid=":shrug" border="0" alt="dunno.gif" />
 
<!--quoteo(post=172036:date=Nov 17 2006, 01:58 PM:name=Black Bart)--><div class='quotetop'>QUOTE(Black Bart @ Nov 17 2006, 01:58 PM) [snapback]172036[/snapback]</div><div class='quotemain'><!--quotec-->
<!--quoteo(post=171963:date=Nov 16 2006, 11:10 PM:name=CouchcaptainCharles)--><div class='quotetop'>QUOTE(CouchcaptainCharles @ Nov 16 2006, 11:10 PM) [snapback]171963[/snapback]</div><div class='quotemain'><!--quotec-->
Umm, correct me if I'm wrong: the forts are the only ships that use the long 42pd cannontype, right? So if we agree that the forts should not fire on ships at a ridiculous distance, why don't we reduce the range of the 42 pounders in cannons_init.c ? Reducing their muzzle speed(or whatever it's called) should reduce the range of forts, and only forts.<!--QuoteEnd--></div><!--QuoteEEnd-->

sounds good - sounds easy too?
<!--QuoteEnd--></div><!--QuoteEEnd-->
Unless the gunnery experts know more than I, I'd say this should work:

1. open cannons\cannons_init.c

2. find the fortgun
<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->
    // Big, scary fort guns
    makeref(rCannon,Cannon[CANNON_TYPE_LONG_LBS42]);
    ....
    InitBaseCannons_CalcSpeedV0(&rCannon,1940.0*CANNON_RANGE_SCALAR);<!--c2--></div><!--ec2-->

3. reduce the value that determines the muzzlespeed:
<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->
    InitBaseCannons_CalcSpeedV0(&rCannon,1000.0*CANNON_RANGE_SCALAR);<!--c2--></div><!--ec2-->
Reinit or even a new game will be required.


If this works allright one could turn it into a IS.h setting like this
<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->
InitBaseCannons_CalcSpeedV0(&rCannon,1940.0*CANNON_RANGE_SCALAR * FORTRANGE );<!--c2--></div><!--ec2-->
and in InternalSettings.h
<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->
#define FORTRANGE   0.6 <!--c2--></div><!--ec2-->
or something like that.
 
If that'd work, that'd be really great. And easy too! <img src="style_emoticons/<#EMO_DIR#>/w00t.gif" style="vertical-align:middle" emoid=":woot" border="0" alt="w00t.gif" />
 
Now that Build 13 isn't a WIP anymore, I can unsticky this topic. <img src="style_emoticons/<#EMO_DIR#>/w00t.gif" style="vertical-align:middle" emoid=":woot" border="0" alt="w00t.gif" />
 
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