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Solved The Building Set for PotC

yes i know but if it can be done good, you have a building set that is very good like it is a real part of the stock game.

ps. what is the walk patch?
 
<!--quoteo(post=145699:date=Apr 16 2006, 03:42 PM:name=powered by madness)--><div class='quotetop'>QUOTE(powered by madness @ Apr 16 2006, 03:42 PM) [snapback]145699[/snapback]</div><div class='quotemain'><!--quotec-->
ps. what is the walk patch?
<!--QuoteEnd--></div><!--QuoteEEnd-->
It's a file that prevents you from walking where you shouldn't. They are the .ptc files in RESOURCE\MODELS\Locations\<i>LOCATIONNAME</i>. Usually there is one for day and one for night, so that at day, you don't walk through the item trader's stalls, while at night you <i>can</i> walk through the spots where they use to be. I don't really know how to edit these files though. I think Inez's tool can do horizontal patches, but not ones with elevation... <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />
 
<img src="style_emoticons/<#EMO_DIR#>/hi.gif" style="vertical-align:middle" emoid=":gday" border="0" alt="hi.gif" /> Ahoy thar CCC, thankee and Screwface once again for these great additions to the Build and POTC. In your last post or mod download you mentioned the brand new buildings and screens for the new islands.....but when you talk about the new buildings, you mention enabling them in buildsettings.......I'm confused there, do you mean the buildsettings.h file we have to redo everytime there is an update and we set the game parameters or do you mean somewhere else. I just figure these new buildings would be enabled if you have the mod installed and choose an officer to build said building....you make it sound as if "I" as the user have to enable these some where else first ? If this be the case, how and where please ? And yes I want all the new buildings and stuff from Maximus and yourselves...."Take what you can"... <img src="style_emoticons/<#EMO_DIR#>/par-ty.gif" style="vertical-align:middle" emoid=":cheers" border="0" alt="par-ty.gif" /> ..."Give nothing back"
 
There is no BuildSettings.h toggle on the buildings. They're simply there when you install the mod. And you can talk to an officer to build more.
 
I had a random idea about the collision detection weirdness: What if you would make the buildings as character model added to initItems.c? Characters have collision detection, don't they? You would also not need a motionless character to attach the building to anymore, because the building IS a motionless character. I am not sure if this would work at all though; It's just a random idea... <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />
 
That is of course provided that it would work, which I am not at all sure about.
 
<img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" /> In theory that sounds excellent....in theory!!

and it might just work...but we might run that by CCC or Petros.....or Screwface....I know these guys got lives, but it sucks when they go away and don't answer for awhile......there are so many that have left and never came back....


Was looking at the members list and the number of posts and when they joined....some before POTC ever thought of being
 
It does sound a good idea but two problems
You still cant add a locator for the door and you would end up talking to the buildings
Nothing major but just a warning sailors are superstitious folk and would probably mutiny because they thought you had gone mad.

Also some of the buildings have detached sections (like the headquarters observatory) so you would effectively need to spawn two characters and that may well lead to problems on delete
 
Provided that, when using my idea, the walk patch IS working properly, there are a lot of things that would need to be changed:
1) The detached section can still be weapons, just like now, so that they can either be there or not. But because you can't walk through the building, you can't walk through the detached section either. Unless the detached section is outside the building.
2) A problem occurs for the interior, because you can't walk through the walls anymore, you can't get into the interior anymore either. What I would like is that when you "talk" to the "building", you will be teleported to the interior automatically. Then it would seem as if it is a regular locators, but it works through a dialog file. It would work a bit the same as the corpse dialog did. You don't actually see the dialog at all. Then, when you are inside, the owner would be there and you can talk with him/her normally. It would also be possible to generate the owner as second character in front of the building-character. Pluspoint of that is that the owner is animated again, like usual.

If this idea works, I reckon it can be made much less obvious that the game handles the buildings weirdly, because:
1) There is collision detection with the building (but how to prevent the building from being moved around by the player pushing it, like what happens with motionless characters?)
2) You can use the dialog file to teleport the character to an interior location (but how to teleport back to where you came from? CCC made a random locations mod that is in the modpack, but not used, that might show some useful code for this)
3) You can add a second animated normal character in front of the building-character as the owner.

To change all this, though, we would first have to test if you can actually use a building as character model, then test if there is collision detection with this "building", then see how "talking" to this "building" works.
 
Well explained like that I cant see any problems. I'd have a go myself but I haven't got access to any 3d editing software
 
Sorry for not replying to this earlier, but these days I can hardly find time for games or modding.

Making a collision detection as Pieter suggested would be great, but I see a lot of obstacles. The biggest, crucial one: I have no idea if or how it would be possible to resize the character collision detection so that it fits the size of the buildings. And as long as we can't do that there is no point in even tackling the other problems.
 
The first thing that needs to be tackled is actually adding a building that is a character. So far, I have been unsuccesful at that, though I know it is possible. Then we should find out how the collision works on the building-character.
 
For those who don't like the looks and oddities of the Buildingset (which I can quite understand <img src="style_emoticons/<#EMO_DIR#>/whistling.gif" style="vertical-align:middle" emoid=":wp" border="0" alt="whistling.gif" /> ) I'd suggest a toggle. This can be done rather easily, without messing up anything in the rest of the build.

1. Add this line somewhere in buildsettings.h
<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->
#define ENABLE_BUILDINGSET                    0<!--c2--></div><!--ec2-->
2. Open CCCfunctions.c, find the beginning of the Build_again function

<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->
// This reerects all buildings stored as attributes to a location
void Build_again(ref lcn)
{
    ref chr;<!--c2--></div><!--ec2-->

and insert a check for the toggle

<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->// This reerects all buildings stored as attributes to a location
void Build_again(ref lcn)
{
    if(ENABLE_BUILDINGSET == 0) return;    // ccc oct06 toggle

    ref chr;<!--c2--></div><!--ec2-->

This will abort the recreation of the buildings upon locationloading. You'll still be able to let your officer build something, but it will not reappear if you leave the location and return.

No new game is required, which means you can switch the Buildingset on and off whenever you want.

The changed files are on the bugtracker <a href="http://swankyplace.com/potcbugs/view.php?id=238" target="_blank">report 238</a> , unzip them into your PotC folder.

But don't you complain that the new islands look like the original ones then <img src="style_emoticons/<#EMO_DIR#>/whippa.gif" style="vertical-align:middle" emoid=":whipa" border="0" alt="whippa.gif" />
 
<img src="style_emoticons/<#EMO_DIR#>/me.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="me.gif" />

ARRRR....MEN!!!

Tis one thing I hate tew see......even people that come in with their own mods for POTC, complain about things that are tied in to someone elses hard worked mod...but dont want to hear critism about there own work!! Personally CCC I get somewhat upset everytime somebody has come on here grumblin about the "Buildings that you can walk thru" But still no one has come up with something better. I for one have learned to enjoy this mod for what is was worth...not for what it didnt do

My Appologies for them



P.S. At the very least, your mod taught me how to do dialogs with your witty way of introducing that "learning curve" into the game, with the characters from these buildings. Still haven't used this skill much, because I lack Confidence in attempting things without assistance, afraid I mess up I guess.
 
Thanks a lot, CCC. I think I should write up a default reply now for people complaining about the BuildingSet mod. So if people complain for the umpteenth time again, I just need to give 'em my default reply. Should save me quite a bit of time. <img src="style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" />

I'm really tired of all the complaints. I like the BuildingSet mod at all. It's not perfect, but it sure is better than not having a BuildingSet mod. <img src="style_emoticons/<#EMO_DIR#>/yes.gif" style="vertical-align:middle" emoid=":yes" border="0" alt="yes.gif" />

To Long John Silver: If you want to do some dialog changing, go right ahead. If you need help, just start a thread about your work and I'll try to help. Don't worry about messing things up. Just make sure you make a backup of the files you change and if you mess up the file, return the file to the previously working version. <img src="style_emoticons/<#EMO_DIR#>/yes.gif" style="vertical-align:middle" emoid=":yes" border="0" alt="yes.gif" />
 
<!--quoteo(post=167443:date=Oct 14 2006, 12:57 PM:name=Pieter Boelen)--><div class='quotetop'>QUOTE(Pieter Boelen @ Oct 14 2006, 12:57 PM) [snapback]167443[/snapback]</div><div class='quotemain'><!--quotec-->
Thanks a lot, CCC. I think I should write up a default reply now for people complaining about the BuildingSet mod. So if people complain for the umpteenth time again, I just need to give 'em my default reply. Should save me quite a bit of time. <img src="style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" />
<!--QuoteEnd--></div><!--QuoteEEnd-->
LOL I know THAT feeling <img src="style_emoticons/<#EMO_DIR#>/yes.gif" style="vertical-align:middle" emoid=":yes" border="0" alt="yes.gif" /> Direct them to this post or to the BS readme. Or maybe I should do that in my sig <img src="style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" />

BTW, who placed the buildings on the new islands, like Cayman barracks etc. ?


<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->At the very least, your mod taught me how to do dialogs <!--QuoteEnd--></div><!--QuoteEEnd-->

Glad to hear that, LJS, cause the main goal of the Buildingset was to provide a simple tool that allowed everybody to change the PotC gameworld. Simple meaning easy to use, albeit limited when it comes to graphics.

<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->
By Black Bart elswhere:
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!
<!--QuoteEnd--></div><!--QuoteEEnd-->
That can be done easily, and if you want you can try it yourself:

1. open the file program/console.c with an editor like notepad

2. There are some readymade Buildingset commands in that file. Find this one:
<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->
    // Build_here(pchar, "mansion", "office", true);
<!--c2--></div><!--ec2-->

3. Delete the comment slashes // in front of the line and change the content to this:
<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->
    Build_here(pchar, "jungle", "", true);
<!--c2--></div><!--ec2-->

4. Now take a walk through the PotC coutryside. Whenever you think "Some jungle would look nice here" press F12, and the jungle will be "build".
 
<!--quoteo(post=167525:date=Oct 14 2006, 06:11 PM:name=CouchcaptainCharles)--><div class='quotetop'>QUOTE(CouchcaptainCharles @ Oct 14 2006, 06:11 PM) [snapback]167525[/snapback]</div><div class='quotemain'><!--quotec-->
.......

4. Now take a walk through the PotC coutryside. Whenever you think "Some jungle would look nice here" press F12, and the jungle will be "build".
<!--QuoteEnd--></div><!--QuoteEEnd-->

thanks for that info <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" /> What i'd be looking to also do at some point is to create a version of your jungle that changes with light conditions(like the default scenery) - this will be way down the line i suspect(as most of us beaver over build13 and getting it finished), but i think the buildmod is excellent and if we could improve the graphical quality of some of it, i suspect it would change a lot of peoples minds about it. So what do you think? could that be possible, is it just a matter of working on the stock models more? And then loading a day or night version depending on the time of day(i'm not sure how the default vegatation does this)?
 
<!--quoteo(post=167525:date=Oct 14 2006, 07:11 PM:name=CouchcaptainCharles)--><div class='quotetop'>QUOTE(CouchcaptainCharles @ Oct 14 2006, 07:11 PM) [snapback]167525[/snapback]</div><div class='quotemain'><!--quotec-->
BTW, who placed the buildings on the new islands, like Cayman barracks etc. ?
<!--QuoteEnd--></div><!--QuoteEEnd-->
Screwface did. And Pirate_KK recently added a mansion for one of the governors as well.
 
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