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Works of a Scotsman

DuncanF

Landlubber
Storm Modder
Well I decided to get the different utilities that Pieter pointed me to, and ended up fixing up the skins and portrait for the Corsair 5 model, as that is the one I use in game, and I made a new loading screen.

The New Loading Screen:

<img src="http://img155.imageshack.us/img155/7195/loadingscreen8yi.jpg" border="0" alt="IPB Image" />

Fixed up Portrait for Corsair 5, did the 128 and 64 as well but didn't feel the need to post them here:

<img src="http://img231.imageshack.us/img231/2383/corsair5portrait4dq.jpg" border="0" alt="IPB Image" />

Skin Before:
<img src="http://img47.imageshack.us/img47/7262/corsair5before7hz.jpg" border="0" alt="IPB Image" />
After:
<img src="http://img231.imageshack.us/img231/9001/corsair5after2wy.jpg" border="0" alt="IPB Image" />
May not be noticeable, but made the colors a bit more natural and cleaned up the rough edges around the belt.

I put it all into a zip file and it's under a directory called Duncan on the ftp.

I'll be posting random works I do here when i get around to it, I'm just doing things as they come up and I feel need fixing or doing. If anyone wants to point me in a certain direction feel free to do so, I will start looking at the code soon, though I've never touched C and it's been 2 years since I last worked with C++ though they are quite similar.
 
Very nice! <img src="style_emoticons/<#EMO_DIR#>/w00t.gif" style="vertical-align:middle" emoid=":woot" border="0" alt="w00t.gif" />
I'll put it in the pack. <img src="style_emoticons/<#EMO_DIR#>/yes.gif" style="vertical-align:middle" emoid=":yes" border="0" alt="yes.gif" />

If you are wanting to do a new main menu background for Build 13, that would be nice as well. <img src="style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" />

Looking forward to your future random works. <img src="style_emoticons/<#EMO_DIR#>/doff.gif" style="vertical-align:middle" emoid=":doff" border="0" alt="doff.gif" />
 
Thanks, though I was scavenging for a base image for the loading screen that kind of fit the theme set by the New interface, I'll see what I can do for the background though... won't be able to get to it for a day or two though, basement is flooding (I hate spring) and my father is out of town so I get to spend half the day vacuming and then carrying 20 gallons of water down into the woods and dumping it. <img src="style_emoticons/<#EMO_DIR#>/whippa.gif" style="vertical-align:middle" emoid=":whipa" border="0" alt="whippa.gif" />
 
No problem. Take all the time you need. I am in no position to add it to the modpack straight away anyway. Life has become ridiculusly busy for me. And to think that I'm actually supposed to be having a holiday now! :<img src="style_emoticons/<#EMO_DIR#>/wacko.gif" style="vertical-align:middle" emoid=":wacko:" border="0" alt="wacko.gif" />
 
Really nice screen!! <img src="style_emoticons/<#EMO_DIR#>/par-ty.gif" style="vertical-align:middle" emoid=":cheers" border="0" alt="par-ty.gif" />
 
Was reading around a bit, decided soon as i get a chance i'll do that background and then work on replacing the potion system with a bandage system starting small, as all I will need to do is change a few textures, names, descriptions and tweak some values.
 
Well so far I've got the images and the concepts down on paper for the new healing system. I'm completely removing mixtures from the game by setting rarity to 0, and then changing small potions to bandages and large potions to cauterization kits. Some previews of the updated icons below:

<img src="http://img117.imageshack.us/img117/7008/items16xn.jpg" border="0" alt="IPB Image" />

<img src="http://img54.imageshack.us/img54/2656/useditems16wa.jpg" border="0" alt="IPB Image" />

Though when looking through initItems.c and tweaking the values for the potions, and found that all the descriptions and names are stored as strings, but have had no luck discovering in what file they are defined. If someone could point me in the right direction for this so I could update the in game names and descriptions of these items it would be much appreciated. I'm also considering making it so you can only use them out of battle (As that is much more realistic) though it would be completely altering a game mechanic, I'de have to look into how exactly I need to go about doing so.

<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->//(origionally Potions)- Upgraded to more Believable remedies by Duncan.
//Keeping origional paths for ease, and no new model as of yet.

    // Bandage- (Old Small Potion)
    makeref(itm,Items[n]);
    itm.id = "potion1";
    itm.name = "itmname_potion1";
    itm.describe = "itmdescr_potion1";
    itm.model = "potion";
    itm.picIndex = 7;
    itm.picTexture = "ITEMS_1";
    // NK -->
    itm.numrand = RANDITEMS_MAXCHANCE*2.5; // 05-07-22
    itm.skiptrade = false;
    itm.skiprand = false;
    itm.skipequip = false;
    itm.quality = 0; // NK 05-04-03 itemtrade assign quality
    // NK <--
//    itm.shown = false;
    itm.price = 300;
    itm.potion.pic = 1;
    itm.potion.tex = 1; // battle_interface\useditems1.tga
    itm.potion.health = 40.0;
    itm.minlevel = 0;
    itm.rare = 0.95;
    n++;

    // Cauterization Kit- (Old Large Potion)
    makeref(itm,Items[n]);
    itm.id = "potion2";
    itm.name = "itmname_potion2";
    itm.describe = "itmdescr_potion2";
    itm.model = "potionbig";
    itm.picIndex = 1;
    itm.picTexture = "ITEMS_1";
    // NK -->
    itm.numrand = RANDITEMS_MAXCHANCE*1.5; // 05-07-22
    itm.skiptrade = false;
    itm.skiprand = false;
    itm.skipequip = false;
    itm.quality = 4; // NK 05-04-03 itemtrade assign quality
    // NK <--
//    itm.shown = false;
    itm.price = 850;
    itm.potion.pic = 0;
    itm.potion.tex = 1; // battle_interface\useditems1.tga
    itm.potion.health = 150.0;
    itm.minlevel = 0;
    itm.rare = 0.3;
    n++;

    // Antidote
    makeref(itm,Items[n]);
    itm.id = "potion3";
    itm.name = "itmname_potion3";
    itm.describe = "itmdescr_potion3";
    itm.model = "Antidote";
    itm.picIndex = 5;
    itm.picTexture = "ITEMS_1";
    // NK -->
    itm.numrand = RANDITEMS_MAXCHANCE; // 05-07-22
    itm.skiptrade = false;
    itm.skiprand = false;
    itm.skipequip = false;
    itm.quality = 0; // NK 05-04-03 itemtrade assign quality
    // NK <--
//    itm.shown = false;
    itm.price = 450;
    itm.potion.pic = 0;
    itm.potion.tex = 2; // battle_interface\useditems2.tga
    itm.potion.antidote = true;
    itm.minlevel = 0;
    itm.rare = 0.8;
    n++;

    // Mixture
    makeref(itm,Items[n]);
    itm.id = "potion4";
    itm.name = "itmname_potion4";
    itm.describe = "itmdescr_potion4";
    itm.model = "balsam";
    itm.picIndex = 4;
    itm.picTexture = "ITEMS_1";
    // NK -->
    itm.numrand = RANDITEMS_MAXCHANCE; // 05-07-22
    itm.skiptrade = false;
    itm.skiprand = false;
    itm.skipequip = false;
    itm.quality = 5; // NK 05-04-03 itemtrade assign quality
    // NK <--
//    itm.shown = false;
    itm.price = 1000;
    itm.potion.pic = 3;
    itm.potion.tex = 1; // battle_interface\useditems1.tga
    itm.potion.health = 60.0;
    itm.potion.antidote = true;
    itm.minlevel = 0;
    itm.rare = 0.0;
    n++;<!--c2--></div><!--ec2-->

You can see what i'm talking about where it is referencing all item names/descriptions as variables/strings which are simple enough to change if I can find where the are bloody located. makeref(itm,Items[n]); would be where it is calling in the file that holds the information, but it's not an actual directory or file that I can find.
 
Well I had some time so I put together a new main menu background.

<img src="http://img153.imageshack.us/img153/732/newbackground0tk.jpg" border="0" alt="IPB Image" />
 
<!--quoteo(post=147464:date=May 5 2006, 05:16 AM:name=Duncan)--><div class='quotetop'>QUOTE(Duncan @ May 5 2006, 05:16 AM) [snapback]147464[/snapback]</div><div class='quotemain'><!--quotec-->
Though when looking through initItems.c and tweaking the values for the potions, and found that all the descriptions and names are stored as strings, but have had no luck discovering in what file they are defined. If someone could point me in the right direction for this so I could update the in game names and descriptions of these items it would be much appreciated. <!--QuoteEnd--></div><!--QuoteEEnd-->

<img src="style_emoticons/<#EMO_DIR#>/hi.gif" style="vertical-align:middle" emoid=":gday" border="0" alt="hi.gif" /> Some very nice work there <img src="style_emoticons/<#EMO_DIR#>/me.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="me.gif" />

The ship strings are stored in the common ini file as far as I can remember. I'm not actually at home at the moment so I can't check for you, but the item strings may be in that file too.

I think it's RESOURCES/INI/English/common.ini

I think that's the file path you need, but I can't be sure cos it's been ages since I looked at any game files, too busy trying to get my head round 3d modeling.

Anyway good luck and keep up the fine work

<img src="style_emoticons/<#EMO_DIR#>/par-ty.gif" style="vertical-align:middle" emoid=":cheers" border="0" alt="par-ty.gif" />
 
Thanks for pointing me in the right direction <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" /> What i needed was in ItemDescribe.txt. I got the items working in game with the new values and descriptions, just requires re-initialization. I'll package the new system sometime this weekend once I look into limitations on use and whether or not to implement them.

<img src="http://img225.imageshack.us/img225/1355/itemsingmae3jr.jpg" border="0" alt="IPB Image" />

<img src="http://img225.imageshack.us/img225/1269/useditemsingame5fy.jpg" border="0" alt="IPB Image" />
 
Here is the new background in game on the new interface. Didn't add it to the old interface yet as looking at the previous background, i'm not sure what the hell is going on (Most of the image is white). Also I simply overwrote the old background to implement it which i'm not too happy with at all, though i'm not sure where in the interface files I would change the background image filename.

<img src="http://img225.imageshack.us/img225/4442/newbackgroundnewinterface8eq.jpg" border="0" alt="IPB Image" />
 
Enormous!!!!! Hey, If remember some of us tought about creating a Medic for the officers, couldn't those bandages be a gift of gods for it? <img src="style_emoticons/<#EMO_DIR#>/bounce.gif" style="vertical-align:middle" emoid=":b:" border="0" alt="bounce.gif" />
 
Those bandages are pretty nice. This is going to be a great add-on; especially if we manage to add a doctor in the game, who can heal characters. It's a pretty good idea to change the healing system a bit. It's unrealistic to get your health up by drinking something while you're in a fight.
What are you going to do with antidotes?

I like the new main menu, but that girl makes me nervous... <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />

I believe the old blue interface's background is compiled from multiple files. I think you can change it using RESOURCE\INI\INTERFACES\mainmenu.ini .
 
<img src="style_emoticons/<#EMO_DIR#>/poet.gif" style="vertical-align:middle" emoid=":hmm" border="0" alt="poet.gif" />

I don't believe we should stop using potions altogether, but instead concentrate on equipping Doctor with these new items and then when we have those fine tuned, worry about potions or what we are going to do with them.....I mean these potions are something that has been here since the beginning and taking away this will cause a lot of discussions at the least. "They have become.....comfortable" If and when we get these new items too the Doctors.....we could increase their treatments to be better and more substantial than Potions so we would incourage their use more than potions.....

P.S. this could be used with the new ability to go past 10 for levels........if you have bigger HEALTH level you can repair more of it with bandages and cauterization than with potions......hope you follow what I mean. But too be truthful I really hate replacing things in the build with something new....I have always preferred implementing new things and adding to the overall effects of the game...

"Take all that you can.....Give nothing back"
 
<!--quoteo(post=147578:date=May 6 2006, 03:22 PM:name=Long John Silver)--><div class='quotetop'>QUOTE(Long John Silver @ May 6 2006, 03:22 PM) [snapback]147578[/snapback]</div><div class='quotemain'><!--quotec-->
<img src="style_emoticons/<#EMO_DIR#>/poet.gif" style="vertical-align:middle" emoid=":hmm" border="0" alt="poet.gif" />

I don't believe we should stop using potions altogether, but instead concentrate on equipping Doctor with these new items and then when we have those fine tuned, worry about potions or what we are going to do with them.....I mean these potions are something that has been here since the beginning and taking away this will cause a lot of discussions at the least. "They have become.....comfortable" If and when we get these new items too the Doctors.....we could increase their treatments to be better and more substantial than Potions so we would incourage their use more than potions.....

P.S. this could be used with the new ability to go past 10 for levels........if you have bigger HEALTH level you can repair more of it with bandages and cauterization than with potions......hope you follow what I mean. But too be truthful I really hate replacing things in the build with something new....I have always preferred implementing new things and adding to the overall effects of the game...

"Take all that you can.....Give nothing back"
<!--QuoteEnd--></div><!--QuoteEEnd-->

Well for the time being, as i'm stopping work on it to help get build 13 ready, i'm going to leave the bandages as a simple tweak to the health value recovered, with new descriptions and icons, they mechanic of them will work the same, it's just that they have a more realistic appearance now. Any further work will be reserved for post Build 13, as I don't want to create a new slew of bugs at the moment. Also if you want to return them to their origional values, then I put an option for it in Build settings. It's also not up to me if it goes into the build, i'm just making it because I thought it would be nice, if people don't like it then it can go on the shelf.

Moving on though, Just posted all the work i've done in a zip file on the ftp (except for the portraits and skins for corsair 5 as that's already there and I dind't do any more extra work on it). The file includes the new loading screen, higher quality than in the current zip. The new background for both interfaces, changes to the ini files to prepare both interfaces for build 13, a new mod that makes it so any ship larger than a frigate cannot be bought and is capture only (more realistic, as you'de never be able to purchase large ships), but made it toggleable in buildsettings.h. Also, the new icons, descriptions, and values for the pot system are in there. File is under same directory as before named Duncan.

New Interface:
<img src="http://img47.imageshack.us/img47/6097/build13newinterface8yv.jpg" border="0" alt="IPB Image" />
Old Interface:
<img src="http://img212.imageshack.us/img212/3892/build13oldinterface4ed.jpg" border="0" alt="IPB Image" />
 
Yes to both bandages and picture. <img src="style_emoticons/<#EMO_DIR#>/doff.gif" style="vertical-align:middle" emoid=":doff" border="0" alt="doff.gif" />
 
Can someone do me a favor and make sure you can launch the game, and after re-initializing see if the mods work as described? Want to make sure I didn't leave a file out of the zip.
 
<img src="style_emoticons/<#EMO_DIR#>/hi.gif" style="vertical-align:middle" emoid=":gday" border="0" alt="hi.gif" />

I love the new screens, but why can't we add them to other loading screens sequences so that we get to see them more often. If they just replace the existing main screen we only can have one of them and only once.
 
Far as I knew I had replaced all the loading screen sequences with the one up above, unless you are referring to the menu backgrounds? I just simply replaced the main menu as that's what I was asked to do. If we want the background in more areas or even more new backgrounds i'de be happy to do so.
 
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