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Solved The Building Set for PotC

<!--quoteo(post=140644:date=Feb 25 2006, 04:21 PM:name=Pieter Boelen)--><div class='quotetop'>QUOTE(Pieter Boelen @ Feb 25 2006, 04:21 PM) [snapback]140644[/snapback]</div><div class='quotemain'><!--quotec-->
Could these bugs be caused because CCC's code isn't entirely based on the latest modpack version? When I had a look at CCC's code, I saw some differences with the latest Post Build 12 mods, so that might've been the cause...? <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />
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That's possible, sorry, I'm not sure which codebase to use at the moment. Which file is it?


<!--quoteo(post=140602:date=Feb 25 2006, 10:55 AM:name=Screwface)--><div class='quotetop'>QUOTE(Screwface @ Feb 25 2006, 10:55 AM) [snapback]140602[/snapback]</div><div class='quotemain'><!--quotec-->
Your new jungle model is very good but it is no textured for me <img src="style_emoticons/<#EMO_DIR#>/dunno.gif" style="vertical-align:middle" emoid=":shrug" border="0" alt="dunno.gif" />
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Sorry, I forgot to include the palmtexturefile leaf_palms.tga.tx <img src="style_emoticons/<#EMO_DIR#>/ohmy.gif" style="vertical-align:middle" emoid=":eek:" border="0" alt="ohmy.gif" /> Will fix that with the next update. If you don't want to wait simply copy leaf_palms.tga.tx from resource\textures into resource\textures\ammo .

<!--quoteo(post=141072:date=Mar 2 2006, 10:29 PM:name=rags707)--><div class='quotetop'>QUOTE(rags707 @ Mar 2 2006, 10:29 PM) [snapback]141072[/snapback]</div><div class='quotemain'><!--quotec-->
CCC,

"b_fortifications.c"

missing 4 semi colons.

<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->
// first 2 missing semi's on line 45
if ( NPChar.chr_ai.group==LAI_GROUP_PLAYER ){adress = " Commander, Sir, "}else{adress = ""}

  ///////////////
// change to //
if ( NPChar.chr_ai.group==LAI_GROUP_PLAYER ){adress = " Commander, Sir, ";}else{adress = "";}



// other 2 missing line 67 + 68
if(rand(100)>50) {Link.l1.go = "attack1"}
else{Link.l1.go = "attack2"}


  ///////////////
// change to //
if(rand(100)>50) {Link.l1.go = "attack1";}
else{Link.l1.go = "attack2";}
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l8r!
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Yes, thank you <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" /> So you also think that those "end of line" semicolons are necessary even if there is only one line in the brackets? I'll add them in the future <img src="style_emoticons/<#EMO_DIR#>/yes.gif" style="vertical-align:middle" emoid=":yes" border="0" alt="yes.gif" />

<!--quoteo(post=140666:date=Feb 25 2006, 07:14 PM:name=rags707)--><div class='quotetop'>QUOTE(rags707 @ Feb 25 2006, 07:14 PM) [snapback]140666[/snapback]</div><div class='quotemain'><!--quotec-->
I just noticed another small glitch. When you dismantle buildings its possible to go over your max crew.
If you use the 'AddCharacterCrew' function from characterutilite.c that should take care of it.
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Another good proposal <img src="style_emoticons/<#EMO_DIR#>/onya.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="onya.gif" /> Keep them coming !
 
Doesn't matter, CCC. I'll make it all compatible with the most recent modpack when I add it in. Only the people who are impatient would have compatibility bugs. <img src="style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" />
It can't hurt adding these semicolons, so I'd say: add them. <img src="style_emoticons/<#EMO_DIR#>/icon_wink.gif" style="vertical-align:middle" emoid=";)" border="0" alt="icon_wink.gif" />
 
Yup Cap'n, you need the semi's. In normal C you have to have a semi at the end of every line that isn't a statement. Thats probably not the best way for me to word it tho <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" /> . If your interested there are numerous web tutorial resources that can give you a quick crash course on C syntax rules which seems to be pretty close to how PotC operates.

There maybe more missing, or some other syntax error in there 'cause I'm still getting 'Can't load Dialog' error when I talk to the fortification guy, I just haven't taken time to go looking yet. Been playing with making a fake types header. hopefully I'll have it done this coming weekend sometime.

I also hit a bug in the main quest, nothing to do with your code, but once again haven't looked into it. I'll get some time later hopefully.
 
<!--quoteo(post=141376:date=Mar 7 2006, 11:08 AM:name=rags707)--><div class='quotetop'>QUOTE(rags707 @ Mar 7 2006, 11:08 AM) [snapback]141376[/snapback]</div><div class='quotemain'><!--quotec-->

There maybe more missing, or some other syntax error in there 'cause I'm still getting 'Can't load Dialog' error when I talk to the fortification guy, I just haven't taken time to go looking yet. Been playing with making a fake types header. hopefully I'll have it done this coming weekend sometime.
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b_fortification.c ? Works for me, but you may be in another gameplay constellation (like with Portuguese flag) Do you have a report in the errorlog? That usually points you to the codeline causing the problem.

Harping on the semis once again <img src="style_emoticons/<#EMO_DIR#>/icon_wink.gif" style="vertical-align:middle" emoid=";)" border="0" alt="icon_wink.gif" /> they are missing in many files which DO work. But it really can't hurt to add them <img src="style_emoticons/<#EMO_DIR#>/yes.gif" style="vertical-align:middle" emoid=":yes" border="0" alt="yes.gif" />
 
Don't worry about the semicolons. I added a whole lot of them to your dailog files today, so you won't have to do that anymore. <img src="style_emoticons/<#EMO_DIR#>/no.gif" style="vertical-align:middle" emoid=":no" border="0" alt="no.gif" />
 
Great, thanks a lot <img src="style_emoticons/<#EMO_DIR#>/yes.gif" style="vertical-align:middle" emoid=":yes" border="0" alt="yes.gif" /> Though I still must update most of them to include rags suggestion with AddCharacterCrew
 
BTW: Could you please have a look at the boarding models code you made once? Apparently, it doesn't work right if it is set to "standard", but it does work in the other cases. This is quite an annoying bug, because it caused the bug where you'd have no crew with you on boarding. To solve that, you have to set the boarding model to something other than "standard". But I want the standard option to work properly and be used by default.
 
Well, the mod I once made (and which once worked <img src="style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" /> ) has been changed so often that I hardly recognize it anymore. But I will check it after taking a post Buildingset break <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" /> Has anyone changed the model selection lately, or the modelgroup that is supposed to appear as "standard" ?

I uploaded another Buildingset update on the PA FTP ( Buildingset_upd16mar.zip ). Apart from several bugfixes it also includes the locations and characters for the island of Saint Martin (included them in this Buildingset cause that creates a lot of buildings there)

Saint Martin is a special island, as the locals will tell you:
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"St Martin is divided into a Dutch part around Philipsburg and a French part around Marigot, and there is constant fighting between the two. So if you try to get into or out of one of the towns you'll probably run into some battle, and the besiegers attack anyone who tries to cross the lines. To get trough you must sneak carefully past their sentries and artillery positions. Though.. there must also be some secret passage into this town, cause sometimes Dutch raiding parties suddenly appear right in the middle of this town."
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I tried to make this update compatible with Pieter's latest modpack. But i am a bit worn out lately, so please check this carefully and remind me if anything looks odd.
 
This is great, CCC! I'll add it into the modpack. And it'll be great fun! War between Holland and France! LOL! <img src="style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" />

Nobody changed "standard" lately. All other options were changed by Pirate_KK though. But it already didn't work before that. I don't know when it stopped working, but it was quite some time ago.
 
Several people have reported that the dialogtexts are messed up when you order your officer to build something. Finally found the time to check that (sorry for the delay).

The mess up was caused by the translationmod. Whoever did that (Maximus? ) used dialog parts that made no sense at all.

I still do not understand why it is necessary to mess up perfectly working English dialogs in order to make a Russian translation. And I find it reckless that we are not being notified of any change to our work, and that the translator didn't bother to test his changes.

That's what i mean if I say that currently we are adding mods faster than we can debug them.


Here is a corrected version of dialogs\Enc_Officer_dialog.c Please remind me if I missed anything.
 
Thanks a lot, CCC. I thought that that bug was already fixed in a previous release. <img src="style_emoticons/<#EMO_DIR#>/modding.gif" style="vertical-align:middle" emoid=":modding" border="0" alt="modding.gif" />
Although the translation mod is causing quite a lot of troubles, I reckon most of these troubles actually have been fixed by now. And Maximus also sent me so many bugfixes (not only to the translation mod, but also to other mods) the last few days that it will take me quite some time to put them all into the next modpack update. <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />
 
Thanks, I have the new dialogs, i'm gone try them.
I'm a newbie on this forum, but i have downloaded the mods several times.
The only thing is. The buildings are still weird: You can walk trough it. <img src="style_emoticons/<#EMO_DIR#>/icon_sad.gif" style="vertical-align:middle" emoid=":sad" border="0" alt="icon_sad.gif" />
Could someone do something at that? <img src="style_emoticons/<#EMO_DIR#>/nerbz.gif" style="vertical-align:middle" emoid=":nerbz" border="0" alt="nerbz.gif" />


ps. I'm sorry for my bad english. <img src="style_emoticons/<#EMO_DIR#>/dunno.gif" style="vertical-align:middle" emoid=":shrug" border="0" alt="dunno.gif" />
 
Unfortunately, it seems quite impossible to prevent you to walk through the buildings, because we can't add collision detection to them. So that's just a major weirdness with the mod that can't be changed. I wished we could though. <img src="style_emoticons/<#EMO_DIR#>/sad.gif" style="vertical-align:middle" emoid=":(" border="0" alt="sad.gif" />
 
But in the stock game they have 'normal' buildings.
How did they do?
Like an object or like a part of the landscape?
if it is like an object: You can check what kind of object it is.
If it is like a part of the landscape: Can you edit 'maps'?
It's yust a thing, but they created that buildings too and you must be able to do the same, or am I wrong.
Can you create buildings out of the game, By editting or modelling or something.
And if you can, the creators of the game can it too, maybe someone can make a special utillity to edit the files.
And if that can, maybe you can let the program do the work by a special mod for ingame.
And then you can reload that location so that the changes are too ingame.
Maybe yoo are on the wrong way and you must do it on my way or another way.
but i think the problem is that now the buildings are seen like an object: like a sword or a potion.
And they haven't any collision.
It's yust a try, but i hope you can do something with it.

Edit: maybe you must create new locations: the inside of a house.
Then make the buildings and if you do open on the door. you go to that location.
That's the way they did.
 
At the secoind page they give a code for adding buildings:
buildat('',''',''',) or something
but how should you use them?
I can't alt-tab so you know that and don't come with a solution that doesn't work.
And about my last post: it's very much work, but i hope someone can fix the weird buildings.
 
The problem with the collision detection is this: The normal buildings are part of the location model. You can't walk through these because there is a walk patch preventing you from walking where you aren't supposed to be walking. However, the Building Set buildings are not part of the location model. These buildings <i>can't</i> be part of a location model, because you don't know where the player is going to build them. And you can't change the walk patch ingame either. So that is a major problem with the collision detection. But if you can figure out a work-around, be my guest. <img src="style_emoticons/<#EMO_DIR#>/doff.gif" style="vertical-align:middle" emoid=":doff" border="0" alt="doff.gif" />

If you want to alt-tab with the program, start Config.exe in your main PotC folder and set the tickbox for "Fullscreen mode" off. Then you can alt-tab just fine.

There are two building functions:
<i>1) Build_Here</i>
This will build a building at the place where you are standing at the moment.
Build_here(ref user, string building, string interior, bool permanent)

<i>2) Build_At</i>
This will build a building in a set location on a set spot.
Build_at(string locname, string building, string interior, float x, float y, float z, float ay, string aigroup)

I hope this helps you. If you need any other help, feel free to ask. <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />
 
I think you can change the model outside of the game, yes. Not overly easily, but it should be possible. Changing the walk patch is harder I think, but still possible. Somehow. But if you change it outside the game, you will never be able to build buildings in the game. <img src="style_emoticons/<#EMO_DIR#>/sad.gif" style="vertical-align:middle" emoid=":(" border="0" alt="sad.gif" />

What CCC did when adding buildings to the new islands, he added most of them outside the walk patch, so you can't walk through them. But you can't do that when building them ingame for yourself... <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />
 
but if you can change them out of the game, you can make a mod or utillity that can change them and then you can let the mod working by the game

like:

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and then reload location.

The only problem is that if you start a new game or load a previous game there are too that buildings, so you must load them from a different location: save map and give them name: "namelocation"_"number"."extension"
and change the game so that the game loads it from that place.
 
But then you'd have to make a program that changes the model file and walk patch automatically and then change the location file itself. If anybody can figure out how to program that (which is going to be complicated beyond anything we've managed before), I still don't think it's a good idea to make a mod that actually changes the model files. If it accidentally goes wrong, in the best case it will mess up the game, in the worst case it'll mess up the computer as well. <img src="style_emoticons/<#EMO_DIR#>/piratesing.gif" style="vertical-align:middle" emoid=":shock" border="0" alt="piratesing.gif" />
 
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