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What mods into Build 12.3?

Pieter Boelen

Navigation Officer
Administrator
Storm Modder
Hearts of Oak Donator
Since I'm trying to get a properly working Build 12 update ready, I was wanting to know what mods could and should be implemented into it. Nothing buggy of course and, if I understood correctly, nothing needing you to start a new game either. Then what are the mods that will be left to add? And how can I add some stuff to the Re-init, so that they can be added without restarting as well? I recall that can be done with new characters, but what about new locations? (Because it would be a major shame to leave out the blacksmith, opium den and apothecary locations).

Please help!!!
 
I've found a different way to resize object arrays (create a ref to the array and resize that, rather than just &array) and doing it with a fresh object in a stripped down seadogs.c seemed to work.
If it works with the full code and load/save, then we don't even have that limitation.
But even if we could get 13 to -theoretically- work as an upgrade to 12, practically enough is changed that we'd probably need the "flush old/fresh start" of a new game.
So anyway.

Out of your Pack, IIRC all that can't be in (under the no-resize-obj-arrays rule) was that one of Alan's guns needs to not be quality-ized (i.e. 2 can still be).

Regarding reinit and locs:
ref loc = Locations[nNumLocations]; nNumLocations++;
{Or whatever the locations quantity int is called}
will create a new location ref (which you can then fill with loc.XXX = y) and update the locs quantity.
I can add a FindBlankLocation() function pretty easily, and I should anyway. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/type_1.gif" style="vertical-align:middle" emoid=":nk" border="0" alt="type_1.gif" />
As to post-POTCMods pack (I'm going through my list here)
*Vassal's guns will put us right on the gun num limit but not over, so that should be fine.
*KNB's cannon code should work (with my upgrade code) on top of 12
* Jack Rackham's gun sounds
I wouldn't try itemtrade, for all it doesn't theoretically need a restart. Besides it's not solid enough.
*Whatever post modpack skins are out (and my changes to model handling)
* POSSIBLY the black-bars-in-BI fix (it adds a new object and that sometimes gives trouble when not starting new)
* Some speed-up code for goods trading
* Add release option for prisoners
* Show date/day code
* Cannon destruction
* Various 1.03 patch interface improvements
* Music schemes
And some various misc fixes by all of us.
 
When so many important and awaiting matters is prepared for releasing in the close future, maybe I wouldn´t do it ever. Personally, I have several unpleasant bugs in my game now (12.1 + Modpack) that I will be glad if anything substantially new and better - well working will be released. The quest "Something strange happens in the archipelago" (Animist quest) doesn´t work for me properly and now even seems to me the main storyline is spoiled somehow because I can´t find Danielle in church library at Isla Muelle which prevents me proceed in the game. I can´t buy dark MOW with white angel on the bow anywhere, the smith´s mod doesn´t work properly for me and so on. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/duel_pa.gif" style="vertical-align:middle" emoid=":ixi" border="0" alt="duel_pa.gif" /> <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/modding.gif" style="vertical-align:middle" emoid=":modding" border="0" alt="modding.gif" /> <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/w00t.gif" style="vertical-align:middle" emoid=":woot" border="0" alt="w00t.gif" /> <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/jackrum.gif" style="vertical-align:middle" emoid=":j3" border="0" alt="jackrum.gif" />
 
To Nathan Kell: So how do I get all of that working ingame without messing thigs up terribly? I've been trying for two or three days, but I always end up making mistakes.

To Rad: Please try my newest version of the modpack, rather than any old versions (They had several known bugs). Also, please post any bugs you'll be encountering somewhere, so we'll know what to fix.
 
I sent my save and all the folder Program from my game to Nathan today and I hope he will have a look at it. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/mybad.gif" style="vertical-align:middle" emoid=":facepalm" border="0" alt="mybad.gif" />
 
Rad: Received, will get to work.
Pieter: Uh, I'm sorry to say that a good portion of that I have to do myself, because the code for some of those is strewn all over (plus has already been changed again). So I'll work off the pre-fleet version of pre13 (which still had towns as arefs).
The fixing of the kill pirate quest you're doing will be great, and also if you could gather up the resources that the above things use. You've already done that for the pre13 pack, but if you could then take out the new islands (and anything related to that) that should work fine as 12.2 (3?) resources.
 
OK.
Let's be very clear. Is there anything in POTCMods.zip that should _not_ be committed to the CVS as 12.3?
(Disarm I think we are agreed for now should be disabled, but anything -other- than that?)

Because if we're sure, I already have much of the pack committed (after a 12.2 branch); but if we do go this route for 12.2 (although I guess we're calling it 12.3 now?)--and I think we should--then there's actually not so much to commit.

Cat, what animists quest fix(es), if any, should we add?

So let me propose a to-do list for 12.3:
1. Decide what post-pack things go in. Have I forgotten anything above, or should anything I mentioned above not go in?

2. Rewrite reinit to handle updating from <whatever> to 12.3. This will require:
--a. Correctly handle 11->12.x upgrade. Working earlier, but in my reinit reshuffle I may have borked it.
--b. Handle 12.x to 12.3 upgrade. This will require:
--===i. Potentially resize arrays [FN1]. If not possible, set one of Alan's guns to non-qual mode.
--==ii. Create new locations [FN2]
--=iii. Switch character models (quest chars, and Barbossa-alikes)
--==iv. Run KNB cannons sidegrade handler.

3. Compile resource archive for all included mods [FN3]

4. Write 12.3 manual

5. Add to online updater and create new full install package

FN1: I may have found out how to do this. If so, great. If not, we need to pick one pistol brace to make non-quality.
FN2: I need to write FindBlankLocSlot.
FN3: Pieter, you've already basically done this. We just need to take out the new island resources, right? (You already have the stock worldmap ships included, right? That's the only other thing I can think of)

I can handle #2, and I can be working on it while we're still deciding #1. Per FN3, #3 is already mostly done, and likewise the second half of #5.

So, once #1 is done...to me it appears #4 is the sticking point. Any volunteers? <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/happy.gif" style="vertical-align:middle" emoid="^_^" border="0" alt="happy.gif" /> <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" />
 
Nope, doesn't work (unless I'm doing it wrong). We're stuck with existing array sizes without restart.

(The resizing "works," but the first time you write or access an attribute in an index > original size, kaboom. Not even an errorlog to show for it).
 
<!--QuoteBegin-NathanKell+--><div class='quotetop'>QUOTE(NathanKell)</div><div class='quotemain'><!--QuoteEBegin-->Pieter: Uh, I'm sorry to say that a good portion of that I have to do myself, because the code for some of those is strewn all over (plus has already been changed again). So I'll work off the pre-fleet version of pre13 (which still had towns as arefs).<!--QuoteEnd--></div><!--QuoteEEnd-->That's fine. If you do it, there's no chance of me messing up. I've been trying plenty of times. Kept doing stuff wrong. I just don't understand all the complicated coding changed you've been adding recently. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/diomed.gif" style="vertical-align:middle" emoid=":dio" border="0" alt="diomed.gif" />

<!--QuoteBegin-NathanKell+--><div class='quotetop'>QUOTE(NathanKell)</div><div class='quotemain'><!--QuoteEBegin-->The fixing of the kill pirate quest you're doing will be great, and also if you could gather up the resources that the above things use. You've already done that for the pre13 pack, but if you could then take out the new islands (and anything related to that) that should work fine as 12.2 (3?) resources.<!--QuoteEnd--></div><!--QuoteEEnd-->I suppose almost all of it is in my newest PotCMods.zip version. That one already doesn't have the islands in. But it doesn't have the new sound files (gun and cannon sounds, I think), because I hadn't implemented them.

<!--QuoteBegin-NathanKell+--><div class='quotetop'>QUOTE(NathanKell)</div><div class='quotemain'><!--QuoteEBegin-->Let's be very clear. Is there anything in POTCMods.zip that should _not_ be committed to the CVS as 12.3?
(Disarm I think we are agreed for now should be disabled, but anything -other- than that?)<!--QuoteEnd--></div><!--QuoteEEnd-->Anything that requires a restart in one way or another, I'd say.
BTW: I completely removed any code that has to do with disarming in my most recent PotCMods.zip version. That mod is just causing so many troubles that I reckon it should never be implemented until a way has been thought of that would actually work.
I'd really, really like to see boarder's weapons be put back into the weapon's locker when boarding is finished. (I'll just keep and keep asking for that one until somebody managed! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/dev.gif" style="vertical-align:middle" emoid=":d:" border="0" alt="dev.gif" /> )

<!--QuoteBegin-NathanKell+--><div class='quotetop'>QUOTE(NathanKell)</div><div class='quotemain'><!--QuoteEBegin-->Because if we're sure, I already have much of the pack committed (after a 12.2 branch); but if we do go this route for 12.2 (although I guess we're calling it 12.3 now?)--and I think we should--then there's actually not so much to commit.<!--QuoteEnd--></div><!--QuoteEEnd-->12.3? Oh... Woops. We were working on a 12.<b>2</b> update. Sorry. Mistake + Typo of mine. For all I know, it's just 12.<b>2</b>.

<!--QuoteBegin-NathanKell+--><div class='quotetop'>QUOTE(NathanKell)</div><div class='quotemain'><!--QuoteEBegin-->FN3: Pieter, you've already basically done this. We just need to take out the new island resources, right? (You already have the stock worldmap ships included, right? That's the only other thing I can think of)<!--QuoteEnd--></div><!--QuoteEEnd-->I'll get working on that then. Shouldn't be too much of a problem then.

I reckon that, maybe, I could try and make a manual for 12.2. But I'm afraid I'll try and make a so good manual that it'll take forever for me to finish. At least there already is CCC's extensive documentation on his new mods, as well as the documentation I made on my <a href="http://millenniumdock.bravepages.com/storage/others/potcmods.htm" target="_blank">PotCMods.zip page</a>. And also the lists of added mods Nathan Kell's been making.

So if I understand correctly: What I should do is wrapping up all required resource files, try and do the governor-sink-pirate-fix and possibly the blacksmith addition. And, if you want me to, the 12.2 manual. Right?

Really can't wait to get everything in proper working order!:will
 
<!--QuoteBegin-Pieter Boelen+May 9 2005, 10:13 AM--><div class='quotetop'>QUOTE(Pieter Boelen @ May 9 2005, 10:13 AM)</div><div class='quotemain'><!--QuoteEBegin--><!--QuoteBegin-NathanKell+--><div class='quotetop'>QUOTE(NathanKell)</div><div class='quotemain'><!--QuoteEBegin-->Pieter: Uh, I'm sorry to say that a good portion of that I have to do myself, because the code for some of those is strewn all over (plus has already been changed again). So I'll work off the pre-fleet version of pre13 (which still had towns as arefs).<!--QuoteEnd--></div><!--QuoteEEnd-->
That's fine. If you do it, there's no chance of me messing up. I've been trying plenty of times. Kept doing stuff wrong. I just don't understand all the complicated coding changed you've been adding recently. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/diomed.gif" style="vertical-align:middle" emoid=":dio" border="0" alt="diomed.gif" /> <div align="right">[snapback]104613[/snapback]</div>
<!--QuoteEnd--></div><!--QuoteEEnd-->
Bwahaha, you think I do? <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" />
But you've been doing yeoman work, no question about it, so don't feel bad on that score. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />

<!--QuoteBegin-Pieter Boelen+May 9 2005, 10:13 AM--><div class='quotetop'>QUOTE(Pieter Boelen @ May 9 2005, 10:13 AM)</div><div class='quotemain'><!--QuoteEBegin--><!--QuoteBegin-NathanKell+--><div class='quotetop'>QUOTE(NathanKell)</div><div class='quotemain'><!--QuoteEBegin-->The fixing of the kill pirate quest you're doing will be great, and also if you could gather up the resources that the above things use. You've already done that for the pre13 pack, but if you could then take out the new islands (and anything related to that) that should work fine as 12.2 (3?) resources.<!--QuoteEnd--></div><!--QuoteEEnd-->I suppose almost all of it is in my newest PotCMods.zip version. That one already doesn't have the islands in. But it doesn't have the new sound files (gun and cannon sounds, I think), because I hadn't implemented them.<div align="right">[snapback]104613[/snapback]</div>
<!--QuoteEnd--></div><!--QuoteEEnd-->
Ah, OK.

<!--QuoteBegin-Pieter Boelen+May 9 2005, 10:13 AM--><div class='quotetop'>QUOTE(Pieter Boelen @ May 9 2005, 10:13 AM)</div><div class='quotemain'><!--QuoteEBegin--><!--QuoteBegin-NathanKell+--><div class='quotetop'>QUOTE(NathanKell)</div><div class='quotemain'><!--QuoteEBegin-->Let's be very clear. Is there anything in POTCMods.zip that should _not_ be committed to the CVS as 12.3?
(Disarm I think we are agreed for now should be disabled, but anything -other- than that?)<!--QuoteEnd--></div><!--QuoteEEnd-->
Anything that requires a restart in one way or another, I'd say.
BTW: I completely removed any code that has to do with disarming in my most recent PotCMods.zip version. That mod is just causing so many troubles that I reckon it should never be implemented until a way has been thought of that would actually work.<div align="right">[snapback]104613[/snapback]</div>
<!--QuoteEnd--></div><!--QuoteEEnd-->
I didn't think it had that much trouble, simply that we'd default it to off?

<!--QuoteBegin-Pieter Boelen+May 9 2005, 10:13 AM--><div class='quotetop'>QUOTE(Pieter Boelen @ May 9 2005, 10:13 AM)</div><div class='quotemain'><!--QuoteEBegin-->I'd really, really like to see boarder's weapons be put back into the weapon's locker when boarding is finished. (I'll just keep and keep asking for that one until somebody managed! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/dev.gif" style="vertical-align:middle" emoid=":d:" border="0" alt="dev.gif" /> )<div align="right">[snapback]104613[/snapback]</div><!--QuoteEnd--></div><!--QuoteEEnd-->
Right. Sorry. That goes on my list _right_now_.

<!--QuoteBegin-Pieter Boelen+May 9 2005, 10:13 AM--><div class='quotetop'>QUOTE(Pieter Boelen @ May 9 2005, 10:13 AM)</div><div class='quotemain'><!--QuoteEBegin--><!--QuoteBegin-NathanKell+--><div class='quotetop'>QUOTE(NathanKell)</div><div class='quotemain'><!--QuoteEBegin-->Because if we're sure, I already have much of the pack committed (after a 12.2 branch); but if we do go this route for 12.2 (although I guess we're calling it 12.3 now?)--and I think we should--then there's actually not so much to commit.<!--QuoteEnd--></div><!--QuoteEEnd-->12.3? Oh... Woops. We were working on a 12.<b>2</b> update. Sorry. Mistake + Typo of mine. For all I know, it's just 12.<b>2</b>.<div align="right">[snapback]104613[/snapback]</div>
<!--QuoteEnd--></div><!--QuoteEEnd-->
Eh, doesn't matter to me, long as we all use the /same/ number. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />
I think we can probably fairly count your modpack as 12.2, so 12.3's fine (or even 12.5, a more major release).
 
<!--QuoteBegin-Pieter Boelen+May 9 2005, 10:13 AM--><div class='quotetop'>QUOTE(Pieter Boelen @ May 9 2005, 10:13 AM)</div><div class='quotemain'><!--QuoteEBegin--><!--QuoteBegin-NathanKell+--><div class='quotetop'>QUOTE(NathanKell)</div><div class='quotemain'><!--QuoteEBegin-->
FN3: Pieter, you've already basically done this. We just need to take out the new island resources, right? (You already have the stock worldmap ships included, right? That's the only other thing I can think of)<!--QuoteEnd--></div><!--QuoteEEnd-->
I'll get working on that then. Shouldn't be too much of a problem then.<div align="right">[snapback]104613[/snapback]</div>
<!--QuoteEnd--></div><!--QuoteEEnd-->
Great!

<!--QuoteBegin-Pieter Boelen+May 9 2005, 10:13 AM--><div class='quotetop'>QUOTE(Pieter Boelen @ May 9 2005, 10:13 AM)</div><div class='quotemain'><!--QuoteEBegin-->I reckon that, maybe, I could try and make a manual for 12.2. But I'm afraid I'll try and make a so good manual that it'll take forever for me to finish. At least there already is CCC's extensive documentation on his new mods, as well as the documentation I made on my <a href="http://millenniumdock.bravepages.com/storage/others/potcmods.htm" target="_blank">PotCMods.zip page</a>. And also the lists of added mods Nathan Kell's been making.<div align="right">[snapback]104613[/snapback]</div><!--QuoteEnd--></div><!--QuoteEEnd-->
The dangers of Perfectionism, aw, we wouldn't know anything about /that/... :]
I'll see if I can convert my changelog-ese into real English. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />


<!--QuoteBegin-Pieter Boelen+May 9 2005, 10:13 AM--><div class='quotetop'>QUOTE(Pieter Boelen @ May 9 2005, 10:13 AM)</div><div class='quotemain'><!--QuoteEBegin-->So if I understand correctly: What I should do is wrapping up all required resource files, try and do the governor-sink-pirate-fix and possibly the blacksmith addition. And, if you want me to, the 12.2 manual. Right?<div align="right">[snapback]104613[/snapback]</div><!--QuoteEnd--></div><!--QuoteEEnd-->
What you should do is what you /want/. I'm just suggesting. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/par-ty.gif" style="vertical-align:middle" emoid=":cheers" border="0" alt="par-ty.gif" />
And that goes especially for the manual--I (and I'm sure others) would love it if you'd do it, but if you'd rather not that's fine too.

<!--QuoteBegin-Pieter Boelen+May 9 2005, 10:13 AM--><div class='quotetop'>QUOTE(Pieter Boelen @ May 9 2005, 10:13 AM)</div><div class='quotemain'><!--QuoteEBegin-->Really can't wait to get everything in proper working order! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/william.gif" style="vertical-align:middle" emoid=":will" border="0" alt="william.gif" />
<div align="right">[snapback]104613[/snapback]</div><!--QuoteEnd--></div><!--QuoteEEnd-->
Cheers to that! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/par-ty.gif" style="vertical-align:middle" emoid=":cheers" border="0" alt="par-ty.gif" />
 
<!--QuoteBegin-NathanKell+--><div class='quotetop'>QUOTE(NathanKell)</div><div class='quotemain'><!--QuoteEBegin-->I didn't think it had that much trouble, simply that we'd default it to off?<!--QuoteEnd--></div><!--QuoteEEnd-->NOT???????? <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/piratesing.gif" style="vertical-align:middle" emoid=":shock" border="0" alt="piratesing.gif" />
According to me, that mod was just a major mistake, causing so many troubles that it's got no right of existance until it <i>can</i> be made to work. Which I cannot do myself, I'm afraid. But if you want, you can add it back in, defaulting to off.

<!--QuoteBegin-NathanKell+--><div class='quotetop'>QUOTE(NathanKell)</div><div class='quotemain'><!--QuoteEBegin-->Right. Sorry. That goes on my list _right_now_.<!--QuoteEnd--></div><!--QuoteEEnd-->Nothing to apologize for. It's just that I don't like to have to put them weapons back into that locker all over again.
*After yet another boarding*
Captain Pieter (*putting weapons back into the weapon's locker*): "Now STAY PUT!"

<!--QuoteBegin-NathanKell+--><div class='quotetop'>QUOTE(NathanKell)</div><div class='quotemain'><!--QuoteEBegin-->Eh, doesn't matter to me, long as we all use the /same/ number. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />
I think we can probably fairly count your modpack as 12.2, so 12.3's fine (or even 12.5, a more major release).<!--QuoteEnd--></div><!--QuoteEEnd-->Whatever you wish. I don't care. Nor will anyone else probably. So it will be 12.3 now?

<!--QuoteBegin-NathanKell+--><div class='quotetop'>QUOTE(NathanKell)</div><div class='quotemain'><!--QuoteEBegin-->The dangers of Perfectionism, aw, we wouldn't know anything about /that/... :]
I'll see if I can convert my changelog-ese into real English. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" /><!--QuoteEnd--></div><!--QuoteEEnd-->Maybe someone could make a more-or-less simply ReadMe for Build 12.3 and then, when it's done and I have time, I might go and make a major manual, covering the entire game as it is in the Build. I'd like such a manual. And it might be useful for people not sure about installing it. But it would take a generous amount of time to make this, so it would not be a good idea to be waiting with the update until I'm done.

<!--QuoteBegin-NathanKell+--><div class='quotetop'>QUOTE(NathanKell)</div><div class='quotemain'><!--QuoteEBegin-->What you should do is what you /want/. I'm just suggesting. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/par-ty.gif" style="vertical-align:middle" emoid=":cheers" border="0" alt="par-ty.gif" />
And that goes especially for the manual--I (and I'm sure others) would love it if you'd do it, but if you'd rather not that's fine too.<!--QuoteEnd--></div><!--QuoteEEnd-->At the moment, what I want is to make the Build update work as good as I can help to make it. I'm thinking that, when it'll be released, or at least when a stable working version is available, I'll go and play it and everything I find that I think needs to be fixed/improved, I will go and fix/improve for the next update. There are several things I'd like to see improved, but I reckon it'd be a good idea to not try and put anything <i>new</i> into the update. Rather have the update finished, and then try to add new fixes/improvement. At least, that's what I am wanting to do myself.
So: Anything you'd like me to do in order to get the update working better or being released earlier: Just tell me what to do and I'll do what I can. My first goal at the moment is to have that update ready to go. Oh. No. Wait. My first goal is passing my exams in two weeks. My second goal then. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" />
Final request: Please give me a list of stuff that have the highest priority for getting the update right. Thanks in advance. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/bounce.gif" style="vertical-align:middle" emoid=":b:" border="0" alt="bounce.gif" />
 
Sorry, will have response tomorrow. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/blush.gif" style="vertical-align:middle" emoid=":eek:ops" border="0" alt="blush.gif" />
 
BTW: I'm not sure if the [expanded Oxbay/Random location generator] mod is stable. I don't believe it's been tested much.
 
<!--QuoteBegin-NathanKell+May 8 2005, 04:11 PM--><div class='quotetop'>QUOTE(NathanKell @ May 8 2005, 04:11 PM)</div><div class='quotemain'><!--QuoteEBegin-->Cat, what animists quest fix(es), if any, should we add?<!--QuoteEnd--></div><!--QuoteEEnd-->Sorry, been away from my computer for a bit. New hard drive (preventive maintenance, I was worried my C drive was threatening to take a dump), 300GB <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/icon_eek.gif" style="vertical-align:middle" emoid=":shock:" border="0" alt="icon_eek.gif" /> heh, my very first "real" (i.e., not a simple word processor) computer had a 89MB hard drive and I thought I had it ALLLLLLLLLLLLLLLLLL! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/laugh.gif" style="vertical-align:middle" emoid="xD:" border="0" alt="laugh.gif" />

I think my Animist Quest fix will require a new game for it to work (not sure on this, someone - Nathan? - should check to see if there are things that can be put in the reinit.c file to change that). I'm not quite finished with it yet, either. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/oops3.gif" style="vertical-align:middle" emoid=":eek:ops2" border="0" alt="oops3.gif" /> It's in final stages, and IMO needs to be bugtested by several someones to be sure it's working properly - I have tried to be sure to cover all the bases in putting this together, and have tested it thoroughly myself, but that's just ME, and I really think others should also test it to see it's working properly and doesn't screw up any other quests in the meantime...

I also have an idea for Jordano - POST-quest... Which of course doesn't have to be worked in NOW, but... <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" /> You know me, I can't help but tinker... <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/rolleyes.gif" style="vertical-align:middle" emoid=":rolleyes:" border="0" alt="rolleyes.gif" /> <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/laugh.gif" style="vertical-align:middle" emoid="xD:" border="0" alt="laugh.gif" />
 
<!--QuoteBegin-Pieter Boelen+May 10 2005, 11:20 AM--><div class='quotetop'>QUOTE(Pieter Boelen @ May 10 2005, 11:20 AM)</div><div class='quotemain'><!--QuoteEBegin--><!--QuoteBegin-NathanKell+--><div class='quotetop'>QUOTE(NathanKell)</div><div class='quotemain'><!--QuoteEBegin-->I didn't think it had that much trouble, simply that we'd default it to off?<!--QuoteEnd--></div><!--QuoteEEnd-->NOT???????? <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/piratesing.gif" style="vertical-align:middle" emoid=":shock" border="0" alt="piratesing.gif" />
According to me, that mod was just a major mistake, causing so many troubles that it's got no right of existance until it <i>can</i> be made to work. Which I cannot do myself, I'm afraid. But if you want, you can add it back in, defaulting to off.<div align="right">[snapback]104756[/snapback]</div>
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Per other thread, I'll try to check it soon.


<!--QuoteBegin-Pieter Boelen+May 10 2005, 11:20 AM--><div class='quotetop'>QUOTE(Pieter Boelen @ May 10 2005, 11:20 AM)</div><div class='quotemain'><!--QuoteEBegin--><!--QuoteBegin-NathanKell+--><div class='quotetop'>QUOTE(NathanKell)</div><div class='quotemain'><!--QuoteEBegin-->Right. Sorry. That goes on my list _right_now_.<!--QuoteEnd--></div><!--QuoteEEnd-->Nothing to apologize for. It's just that I don't like to have to put them weapons back into that locker all over again.
*After yet another boarding*
Captain Pieter (*putting weapons back into the weapon's locker*): "Now STAY PUT!"<div align="right">[snapback]104756[/snapback]</div>
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Done.

<!--QuoteBegin-Pieter Boelen+May 10 2005, 11:20 AM--><div class='quotetop'>QUOTE(Pieter Boelen @ May 10 2005, 11:20 AM)</div><div class='quotemain'><!--QuoteEBegin--><!--QuoteBegin-NathanKell+--><div class='quotetop'>QUOTE(NathanKell)</div><div class='quotemain'><!--QuoteEBegin-->Eh, doesn't matter to me, long as we all use the /same/ number. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />
I think we can probably fairly count your modpack as 12.2, so 12.3's fine (or even 12.5, a more major release).<!--QuoteEnd--></div><!--QuoteEEnd-->Whatever you wish. I don't care. Nor will anyone else probably. So it will be 12.3 now?<div align="right">[snapback]104756[/snapback]</div>
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Sure. Sounds fine to me.
 
<!--QuoteBegin-Pieter Boelen+May 10 2005, 11:20 AM--><div class='quotetop'>QUOTE(Pieter Boelen @ May 10 2005, 11:20 AM)</div><div class='quotemain'><!--QuoteEBegin--><!--QuoteBegin-NathanKell+--><div class='quotetop'>QUOTE(NathanKell)</div><div class='quotemain'><!--QuoteEBegin-->The dangers of Perfectionism, aw, we wouldn't know anything about /that/... :]
I'll see if I can convert my changelog-ese into real English. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" /><!--QuoteEnd--></div><!--QuoteEEnd-->Maybe someone could make a more-or-less simply ReadMe for Build 12.3 and then, when it's done and I have time, I might go and make a major manual, covering the entire game as it is in the Build. I'd like such a manual. And it might be useful for people not sure about installing it. But it would take a generous amount of time to make this, so it would not be a good idea to be waiting with the update until I'm done.<div align="right">[snapback]104756[/snapback]</div>
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Sounds good.

<!--QuoteBegin-Pieter Boelen+May 10 2005, 11:20 AM--><div class='quotetop'>QUOTE(Pieter Boelen @ May 10 2005, 11:20 AM)</div><div class='quotemain'><!--QuoteEBegin--><!--QuoteBegin-NathanKell+--><div class='quotetop'>QUOTE(NathanKell)</div><div class='quotemain'><!--QuoteEBegin-->What you should do is what you /want/. I'm just suggesting. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/par-ty.gif" style="vertical-align:middle" emoid=":cheers" border="0" alt="par-ty.gif" />
And that goes especially for the manual--I (and I'm sure others) would love it if you'd do it, but if you'd rather not that's fine too.<!--QuoteEnd--></div><!--QuoteEEnd-->At the moment, what I want is to make the Build update work as good as I can help to make it. I'm thinking that, when it'll be released, or at least when a stable working version is available, I'll go and play it and everything I find that I think needs to be fixed/improved, I will go and fix/improve for the next update. There are several things I'd like to see improved, but I reckon it'd be a good idea to not try and put anything <i>new</i> into the update. Rather have the update finished, and then try to add new fixes/improvement. At least, that's what I am wanting to do myself.<div align="right">[snapback]104756[/snapback]</div>
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Good call.

<!--QuoteBegin-Pieter Boelen+May 10 2005, 11:20 AM--><div class='quotetop'>QUOTE(Pieter Boelen @ May 10 2005, 11:20 AM)</div><div class='quotemain'><!--QuoteEBegin-->So: Anything you'd like me to do in order to get the update working better or being released earlier: Just tell me what to do and I'll do what I can. My first goal at the moment is to have that update ready to go. Oh. No. Wait. My first goal is passing my exams in two weeks. My second goal then. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" />
Final request: Please give me a list of stuff that have the highest priority for getting the update right. Thanks in advance. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/bounce.gif" style="vertical-align:middle" emoid=":b:" border="0" alt="bounce.gif" />
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First: good luck on your exams! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/par-ty.gif" style="vertical-align:middle" emoid=":cheers" border="0" alt="par-ty.gif" />
Everything else ought to be far behind. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />
Second: Heck, thank _you_.

Number one I think should be fixing the killquests, and if we can help Cat out finishing the animists fixing (if that's OK with you, Cat. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" /> )
 
<!--QuoteBegin-NathanKell+May 12 2005, 01:56 AM--><div class='quotetop'>QUOTE(NathanKell @ May 12 2005, 01:56 AM)</div><div class='quotemain'><!--QuoteEBegin-->Number one I think should be fixing the killquests, and if we can help Cat out finishing the animists fixing (if that's OK with you, Cat. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" /> )<div align="right">[snapback]104971[/snapback]</div><!--QuoteEnd--></div><!--QuoteEEnd--><img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/par-ty.gif" style="vertical-align:middle" emoid=":cheers" border="0" alt="par-ty.gif" /> <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/yes.gif" style="vertical-align:middle" emoid=":yes" border="0" alt="yes.gif" /> Fine with me, Nathan. I want to take another run at it tomorrow and when I'm finished I'll wrap it up and send it to you, does that sound good? <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/doff.gif" style="vertical-align:middle" emoid=":doff" border="0" alt="doff.gif" />

(I <b>AM</b> very near finishing this, BTW) <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/type_1.gif" style="vertical-align:middle" emoid=":nk" border="0" alt="type_1.gif" />
 
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