Finally making some progress in some projects. Just a moment ago I'd written out a whole explanation of my complete and explorable ship interior mod, but the whole machine got zapped by evil francophone lightning or something. le sigh. In short, I was buzzed on coffee&cigarettes&gramma'schristmasfudge last night (aaalll last night), and I was experimenting with CCC's awesome location cloning and linking instructions. The result is shaping up to be a `9-room` ship you can explore in game, complete with crew and captain's quarters, a galley, a brig, a scullery/armoury, and other assorted decks. It's cobbled together from deckfight and shop interiors, but I got it very roughly linked in a roughly logical and circuituous fashion, giving the impression as you walk through it that the various interconnected rooms really do form a single coherent vessel. (The locations of some of the locators are sketchy -- you'll go through a door from five feet away, or half to pretend to walk through or past boxes, and there aren't always clear indicators of where you should stand or look for the portal -- but I think it's close enough to count.)
I'm'a actually do some research now on how 17th century ships were arranged inside, but I think I managed an approximation that's at least logical: For and aft midship gundecks; captain and crew's quarters aft, galley to the fore, and armoury kind of in the center, with the brig and cargo hold.
I'll release it after reskinning some of the rooms, giving them wooden walls instead of brick. And as of now it's vacant, so I'll need some help populating it with officers and sailors. I'm'a add rats, so I can chase them with a hatchet.
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Just a bit ago, I zapped up to the FTP my first public release mod, my Captain Hook skin. (Sans hook, sadly. Or happily.)
<img src="http://img.photobucket.com/albums/v251/alan_smithee/hook.jpg" border="0" class="linked-image" />
I'm afraid it's just the relevant files and nothing more, no zipping or archiving of any sort. And one of the little portrait pictures needs some kind of fixing that I don't know how to do, so maybe some kind soul will help with that. But I was sorry to miss the deadline for B12 and I gotta give something.
Linking it didn't work; it's in `upload-download`, called "Alan Smithee - capnhook v.1"
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Finally, I found out the coolest thing during my binge last night, it was the absolute happy accident.
How to flood rooms!
<img src="http://img.photobucket.com/albums/v251/alan_smithee/flood1.jpg" border="0" class="linked-image" />
And caves! bwa ha ha!
<img src="http://img.photobucket.com/albums/v251/alan_smithee/flood2.jpg" border="0" class="linked-image" />
Drown, skellingtons, drown!
You just take those two lines in every interior initialization entry that ask for weather or not and whether it's the sea, and change them both to true. (I'd explain better but I'm pooped; maybe you understand what I mean.)
--
So anyway, I hope some people get excited about the linked ship dealie and contribute ideas and knowhow and whatnot. I felt like adding a more `life-at`-sea angle, where you walk your ship and talk with your crew... normally we just skip over the `sailing-between`-islands bits and it's off to the next land or sea battle, ignoring all the good groggy fun of a band of filthy pirates living in close quarters. I see some opportunities for promoting officers from your own crew, gambling with them or just trading salty stories. e.g., crew's morale could be affected by how much or how little time you spend with them. Like neglected puppies and children, or those little Japanese beeping digital egg thingies...
I'm'a actually do some research now on how 17th century ships were arranged inside, but I think I managed an approximation that's at least logical: For and aft midship gundecks; captain and crew's quarters aft, galley to the fore, and armoury kind of in the center, with the brig and cargo hold.
I'll release it after reskinning some of the rooms, giving them wooden walls instead of brick. And as of now it's vacant, so I'll need some help populating it with officers and sailors. I'm'a add rats, so I can chase them with a hatchet.
---
Just a bit ago, I zapped up to the FTP my first public release mod, my Captain Hook skin. (Sans hook, sadly. Or happily.)
<img src="http://img.photobucket.com/albums/v251/alan_smithee/hook.jpg" border="0" class="linked-image" />
I'm afraid it's just the relevant files and nothing more, no zipping or archiving of any sort. And one of the little portrait pictures needs some kind of fixing that I don't know how to do, so maybe some kind soul will help with that. But I was sorry to miss the deadline for B12 and I gotta give something.
Linking it didn't work; it's in `upload-download`, called "Alan Smithee - capnhook v.1"
---
Finally, I found out the coolest thing during my binge last night, it was the absolute happy accident.
How to flood rooms!
<img src="http://img.photobucket.com/albums/v251/alan_smithee/flood1.jpg" border="0" class="linked-image" />
And caves! bwa ha ha!
<img src="http://img.photobucket.com/albums/v251/alan_smithee/flood2.jpg" border="0" class="linked-image" />
Drown, skellingtons, drown!
You just take those two lines in every interior initialization entry that ask for weather or not and whether it's the sea, and change them both to true. (I'd explain better but I'm pooped; maybe you understand what I mean.)
--
So anyway, I hope some people get excited about the linked ship dealie and contribute ideas and knowhow and whatnot. I felt like adding a more `life-at`-sea angle, where you walk your ship and talk with your crew... normally we just skip over the `sailing-between`-islands bits and it's off to the next land or sea battle, ignoring all the good groggy fun of a band of filthy pirates living in close quarters. I see some opportunities for promoting officers from your own crew, gambling with them or just trading salty stories. e.g., crew's morale could be affected by how much or how little time you spend with them. Like neglected puppies and children, or those little Japanese beeping digital egg thingies...