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    Maelstrom New Horizons


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The Flying Dutchman

<!--quoteo(post=214392:date=Sep 15 2007, 05:57 PM:name=Pieter Boelen)--><div class='quotetop'>QUOTE(Pieter Boelen @ Sep 15 2007, 05:57 PM) [snapback]214392[/snapback]</div><div class='quotemain'><!--quotec--><!--quoteo(post=214308:date=Sep 14 2007, 07:13 PM:name=Cylon13)--><div class='quotetop'>QUOTE(Cylon13 @ Sep 14 2007, 07:13 PM) [snapback]214308[/snapback]</div><div class='quotemain'><!--quotec-->Umm ..what about this Flying Dutchman model what has a picture in ModDB PotC Build images folder?
Its moooreee like a Flying Dutchman in the film.<!--QuoteEnd--></div><!--QuoteEEnd-->
I think that model came from the Pirates of the Caribbean: At World's End game. It was "captured" using a 3D capturing tool, if I remember correctly. But I don't think we can use it our game. First of all the model is not compatible and there is all sorts of copyright issues.
<!--QuoteEnd--></div><!--QuoteEEnd-->

Oh well ..but is it possible to make compatible version of film Flying Dutchman with this mod?
I really like the film Flying Dutchmans shape and it would be shame to replace it with something else.

And btw ..current Razors Flying Dutchman 3.0 has front sail at wrong place ..what i dont like because the ORIGINAL front sail (or w/e you call it) is or was at ..now broken front sails mast ..if you know what i mean. <img src="style_emoticons/<#EMO_DIR#>/rolleyes.gif" style="vertical-align:middle" emoid=":rolleyes:" border="0" alt="rolleyes.gif" />
 
To Razor: It seems there is only a texture file in your dutchman_test_1_test.rar, so I can't have a look at the model. <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />

<!--quoteo(post=214445:date=Sep 16 2007, 03:53 AM:name=bassman7)--><div class='quotetop'>QUOTE(bassman7 @ Sep 16 2007, 03:53 AM) [snapback]214445[/snapback]</div><div class='quotemain'><!--quotec-->i have 14.7 and i also have razors latest versions of the dutchman and pearl (or at least i did, i think they were overwritten when i copied the films ship into their respective folders.) Anyways i'm up to date on everything (maybe too up to date).<!--QuoteEnd--></div><!--QuoteEEnd-->
The FilmShips mod contains the most recent versions of these ships. <img src="style_emoticons/<#EMO_DIR#>/yes.gif" style="vertical-align:middle" emoid=":yes" border="0" alt="yes.gif" />

<!--quoteo(post=214445:date=Sep 16 2007, 03:53 AM:name=bassman7)--><div class='quotetop'>QUOTE(bassman7 @ Sep 16 2007, 03:53 AM) [snapback]214445[/snapback]</div><div class='quotemain'><!--quotec-->And another question, for the davy jones model in the bartholomew folder where can i get the script thing for the modelinit.c folder in the program directory<!--QuoteEnd--></div><!--QuoteEEnd-->
There is no initModels.c entry, because it's not required to use a model for a quest character. You can make an entry yourself though. It's pretty simple. <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />

<!--quoteo(post=214446:date=Sep 16 2007, 04:50 AM:name=Cylon13)--><div class='quotetop'>QUOTE(Cylon13 @ Sep 16 2007, 04:50 AM) [snapback]214446[/snapback]</div><div class='quotemain'><!--quotec-->Oh well ..but is it possible to make compatible version of film Flying Dutchman with this mod?
I really like the film Flying Dutchmans shape and it would be shame to replace it with something else.<!--QuoteEnd--></div><!--QuoteEEnd-->
That would be rather a lot of work; about just as much work as making a new model. And the collision detection would be off and the 1st person walk as well. Unless somebody can figure out how to use Maya to do things properly. <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />
 
ok try this i have download it 3 times so u got the files here

Click <a href="http://files.filefront.com/dutchmanneedhelprar/;8568321;/fileinfo.html" target="_blank">HERE</a> !!!!!!

but i ganna work a bit more on Endeavour
 
<!--quoteo(post=214445:date=Sep 16 2007, 03:53 AM:name=bassman7)--><div class='quotetop'>QUOTE(bassman7 @ Sep 16 2007, 03:53 AM) [snapback]214445[/snapback]</div><div class='quotemain'><!--quotec-->i have 14.7 and i also have razors latest versions of the dutchman and pearl (or at least i did, i think they were overwritten when i copied the films ship into their respective folders.) Anyways i'm up to date on everything (maybe too up to date).<!--QuoteEnd--></div><!--QuoteEEnd-->
<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->The FilmShips mod contains the most recent versions of these ships.<!--QuoteEnd--></div><!--QuoteEEnd-->

So what do you think my problems is then? why won't it play properly?
 
The game won't run problem? It's because your ships_init.c file is incompatible with the FilmShips mod version. Put the new ships manually into your ships_init.c.
 
alright i put them in manually and i get the ships but they don't have any new sails to accompany them as far as the dutchman is concerned. on will's version, (the lighter of the two) has the older sails but i can't get the new ones to work. is there some particular way of getting the new sails to load?
 
there's got to be a problem with the shipinit.c or something cause when i hit f2 and change the sails they show up it's just the default sails that arn't loading.

Here's the shipinit file for it maybe it will shed some light to the problem:


//-------------------------------------------------------------------------
// Cursed Flying Dutchman - Model from Russian SLiB Mod, Modified by Razor
//-------------------------------------------------------------------------
// PS -->
makeref(refShip,ShipsTypes[n]);
n++;
refShip.Name = "CursedDutchman";
refShip.SName = "CursedDutchman";
refShip.unique = true;
refShip.id = "CursedDutchman"; // PS
refShip.Class = 1;
refShip.Cannon = CANNON_TYPE_LONG_LBS32;
refShip.MaxCaliber = 32;
refShip.Weight = Tonnes2CWT(2000);
refShip.Capacity = 4000;
refShip.CannonsQuantity = 60;
// NK cannon qtys 05-04-18 -->
refShip.Cannons.Borts.cannonf.qty = 6;
refShip.Cannons.Borts.cannonb.qty = 4;
// NK <--
refShip.MaxCrew = 420;
refShip.MinCrew = 40;
refShip.SpeedRate = 12.0;
refShip.TurnRate = 36.0;
refShip.Price = 300000;
refShip.HP = 5500;
refShip.SP = 100;
// KK -->
refShip.EmblemedSails.normalTex = "ships\sail_dutchman2.tga";
refShip.EmblemedSails.nationFileName = "ships\sail_dutchman2.tga";
refShip.Viper_SailsTypeType = 5;
refShip.Viper_SailsTypeModel = 0;
refShip.Viper_SailsTypeColour = 0;
refShip.Viper_SailsTypeDesign = 0;
// <-- KK
refShip.AbordageLocation = "BOARDING_BATTLESHIP";

refShip.CannonsDeck = 3; // KK
refShip.CargoHold = 2; // KK

refShip.CanEncounter = false;
refShip.CanBuy = false;
refShip.Type.Trade = false;
refShip.Type.War = true;

refShip.WaterLine = 2.2;
refShip.SpeedDependWeight = 0.4;
refShip.SubSeaDependWeight = 1.15;
//refShip.TurnDependWeight = 0.4;

refship.InertiaAccelerationX = 3.0; refship.InertiaBrakingX = 3.0;
refship.InertiaAccelerationY = 2; refship.InertiaBrakingY = 2;
refship.InertiaAccelerationZ = 3.0; refship.InertiaBrakingZ = 3.0;

refShip.GeraldSails.rey_b2 = 1;
refShip.GeraldSails.rey_b3 = 1;
 
On top of this i'm having problems getting the davy jones body to work. i don't know if this has been changed or not but i cant get the old body that had the tentacles painted on it. all i get is the head to work and for the body i get the orange pirate body that's slightly colored. i don't know if it's supposed to be this way or not i just thought i'd ask
 
check out tis movie <a href="http://www.youtube.com/watch?v=Oi9wfVH_rps" target="_blank">http://www.youtube.com/watch?v=Oi9wfVH_rps</a>
 
<a href="http://www.youtube.com/watch?v=Oi9wfVH_rps" target="_blank">http://www.youtube.com/watch?v=Oi9wfVH_rps</a>
 
About the Dutchman sails: The FilmShips mod is not readily compatible with Alpha 7. In Alpha 7 the sails code has been rewritten somewhat and some additional modifications need to be made to PROGRAM\INTERFACE\kam_selectsails.c and RESOURCE\INI\TEXTS\ENGLISH\interface_strings.ini. Please find these files attached. I hope this helps. <img src="style_emoticons/<#EMO_DIR#>/doff.gif" style="vertical-align:middle" emoid=":doff" border="0" alt="doff.gif" />

As for the Davy Jones model: This is the best and only model we have. It only has Davy's face; everything else doesn't look like Davy that much. <img src="style_emoticons/<#EMO_DIR#>/dunno.gif" style="vertical-align:middle" emoid=":shrug" border="0" alt="dunno.gif" />
 
Sorry pieter those files just made it worse. before none of the film ships had sails but i could hit f2 and change them, with the files you gave me to use i can't even change the sails. and the masts are still sailless

if you have anyother suggestions i'll gladly try them.
 
Does that also happen when you start a new game? What happens when you try to change your sails using F2?
 
no, i always stared a new game and when you start in a town and turn around to look at your ship you see the ships ( which i like) but there's only empty masts no sails are on them.
and when i hit f2 and click the sail icon and go to hit "choose sails" it won't go anywhere it just sits there.

where before i put the files in i could atleast changethe sails afterwards and they'd appear. (not the ones i wanted but the regular custom sails taht you can pick from.
 
That is really pretty weird. Can you <a href="http://www.piratesahoy.com/forum/index.php?showtopic=9234" target="_blank">enable error logging</a> and tell me what error.log says after the fault occurred?
 
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