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WTF?? My map has gone nuts?

Bill Bones

Landlubber
Errr...


Admiteddly, I haven't played POTC since the post-build modpack which introduced gunpowder and bullets for the first time, back in October I think.

Now I've grabbed the latest modpack, and things just are... weird. <img src="style_emoticons/<#EMO_DIR#>/modding.gif" style="vertical-align:middle" emoid=":modding" border="0" alt="modding.gif" />

Started new game. Grabbed new clothes. Skipped the intro and appeared in a random location (Douwesen). Tried to go to Redmond, but appeared in Conceiçao. Houm. Maybe my navigation is rusty. And then everything went wrong.

Namely, I've set sail off from Conceiçao. We all know where is Conceiçao. NorthWestern corner of the map. So I was going to Redmond, sailing around Falaise de Fleur to kick some French asses, then to Redmond. That is, all the way EAST from Conceiçao.

Now my question: What The f**k has happen to my map? As there is nothing EAST of Conceiçao, but the map edge; Falaise de Fleur no longer lays between Conceiçao and Redmond; and, f**k, going WEST from Conceiçao has sent me straight to Oxbay! (Don't dare to sail and see if Redmosn still is North from Oxbay...)

Maybe my navigation skills are rusty, but, aren't the islands out of their place? <img src="style_emoticons/<#EMO_DIR#>/keith.gif" style="vertical-align:middle" emoid=":keith" border="0" alt="keith.gif" />

(Btw, now I understand how the hell I ended up in Conceiçao when sailing from Douwesen to Redmond, with a N-NE bearing) <img src="style_emoticons/<#EMO_DIR#>/doff.gif" style="vertical-align:middle" emoid=":doff" border="0" alt="doff.gif" />


So what? Somebody has go a explanation? (Now it comes when someone says that they've added a random map generator feature, and I bite his guts off for not warning it in the unexisting feature list)
 
If you're running the Post-Build12 modpack, then you'll find the new islands added have caused a change in the geography. Simply put the default POTC maps won't be correct anymore.
However, if you hit F2 and go to the map tab (last one on the right) you'll see the revamped map. That should explain things. Had me confused at first too.
 
Yikes... I should had noticed the new tab.


THX fort he help. Anyway, do the new islands work, or they're just cosmetical yet?


And, as anote ot developers. a readme/features list is a MUST! <img src="style_emoticons/<#EMO_DIR#>/bookish.gif" style="vertical-align:middle" emoid=":mm" border="0" alt="bookish.gif" /> I nearly had a heart attack when I first saw the "cannons exchange" page after boarding a ship! <img src="style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" />
 
<!--quoteo(post=140546:date=Feb 24 2006, 05:25 PM:name=Bill Bones)--><div class='quotetop'>QUOTE(Bill Bones @ Feb 24 2006, 05:25 PM) [snapback]140546[/snapback]</div><div class='quotemain'><!--quotec-->
Yikes... I should had noticed the new tab.
THX fort he help. Anyway, do the new islands work, or they're just cosmetical yet?
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Not sure how developed the islands are, last time I visited one in the town the doors were all 'locked'. There were dialog errors cropping up in the past when talking to people on them in the towns, but an update Screwface released on 9 Feb (see the FTP site) is meant to fix it. I've not visited one since I put installed the patch so I don't know whether that works.
The forts certainly work though. Got shelled at Nassau the other night, though not sure why the fort's nationality appeared to be french (pretty sure it wasn't Tortuga...), and Santo Domingo gets a little hostile if you bother 'em.
 
The new islands do work, but it isn't entirely finished yet. There are some interesting things on the new islands though.

Please note: It seems the compass and the map don't agree with each other, so I would recommend paying no attention to the compass. CCC once tried fixing this, but it still seems to be a problem.
 
<!--quoteo(post=140613:date=Feb 25 2006, 11:55 AM:name=Pieter Boelen)--><div class='quotetop'>QUOTE(Pieter Boelen @ Feb 25 2006, 11:55 AM) [snapback]140613[/snapback]</div><div class='quotemain'><!--quotec-->
Please note: It seems the compass and the map don't agree with each other, so I would recommend paying no attention to the compass. CCC once tried fixing this, but it still seems to be a problem.
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Hmm, seems we've all ended up with a certain Jack Sparrow's wonky compass then <img src="style_emoticons/<#EMO_DIR#>/jackhat.gif" style="vertical-align:middle" emoid=":j2" border="0" alt="jackhat.gif" />


I keep having to buy ludicrous amounts of food and rum to keep my crew alive factoring in the different map, strange bermuda triangle style compass, and my complete lack of a sense of direction...
 
<!--quoteo(post=140613:date=Feb 25 2006, 02:55 PM:name=Pieter Boelen)--><div class='quotetop'>QUOTE(Pieter Boelen @ Feb 25 2006, 02:55 PM) [snapback]140613[/snapback]</div><div class='quotemain'><!--quotec-->
The new islands do work, but it isn't entirely finished yet. There are some interesting things on the new islands though.

Please note: It seems the compass and the map don't agree with each other, so I would recommend paying no attention to the compass. CCC once tried fixing this, but it still seems to be a problem.
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"The map and the compass don't agree each other". Call that a understatement. <img src="style_emoticons/<#EMO_DIR#>/whistling.gif" style="vertical-align:middle" emoid=":wp" border="0" alt="whistling.gif" /> The map is upside down according to the compass -North is South, East is West. Now, I guess I can just sail to the contrary of the compass, or, better, switch off the bloody mod, just in case I mind -and I DO MIND- to be sailing to the wrong direction each time I forgot that the damn mod has spoiled the compass.

How can I get back to the usual map and a working compass? I'm trying to do the main plot, so I don't bloody well need any damn new islands and they're just pissing me off as so far I've spent 6 hours finding annoying stupidities about the modpack instead of playing! <img src="style_emoticons/<#EMO_DIR#>/urgh.gif" style="vertical-align:middle" emoid=":urgh" border="0" alt="urgh.gif" /> (You know, play, that thing you do when nobody spoils the map and turns it upside down. Games are intended for playing. Mods are intended for enhancing playing. They're not intended, usually, to break things apart WITHOUT A WARNING.)
 
The Post Build 12 mods contain quite a lot of bugs still and we are trying to fix them. Unfortunately, the compass fix doesn't work properly. Removing the new islands mod is not easily done, so I'd rather not do that. If you want the most stable game experience, use just Build 12 until the Post Build 12 Mods are finally working properly.
 
Houm...


Ancient Chinese mountaineer said:

"When Compass say North, and Map say South, wether Compass is broken, the Map is wrong, or you're lost"


Well then, while you fix the compass, I have "fixed" the map, my way. <img src="style_emoticons/<#EMO_DIR#>/keith.gif" style="vertical-align:middle" emoid=":keith" border="0" alt="keith.gif" />

It works fine, although it looks kinda weird. <img src="style_emoticons/<#EMO_DIR#>/par-ty.gif" style="vertical-align:middle" emoid=":cheers" border="0" alt="par-ty.gif" />

<img src="http://static.flickr.com/42/104637216_b68f7540e1_o.jpg" border="0" alt="IPB Image" />

Bill "The Undertaker" Bones, cartographer of the Twilight Zone. <img src="style_emoticons/<#EMO_DIR#>/whistling.gif" style="vertical-align:middle" emoid=":wp" border="0" alt="whistling.gif" />
 
Whaahahaaaa! Good one! <img src="style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" />
Great to see you've fixed it. Sort of... <img src="style_emoticons/<#EMO_DIR#>/icon_wink.gif" style="vertical-align:middle" emoid=";)" border="0" alt="icon_wink.gif" />
I hope we ever get that compass pointing North again; would be nice. <img src="style_emoticons/<#EMO_DIR#>/yes.gif" style="vertical-align:middle" emoid=":yes" border="0" alt="yes.gif" />
 
<!--quoteo(post=140770:date=Feb 27 2006, 07:31 PM:name=Pieter Boelen)--><div class='quotetop'>QUOTE(Pieter Boelen @ Feb 27 2006, 07:31 PM) [snapback]140770[/snapback]</div><div class='quotemain'><!--quotec-->
Whaahahaaaa! Good one! <img src="style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" />
Great to see you've fixed it. Sort of... <img src="style_emoticons/<#EMO_DIR#>/icon_wink.gif" style="vertical-align:middle" emoid=";)" border="0" alt="icon_wink.gif" />
I hope we ever get that compass pointing North again; would be nice. <img src="style_emoticons/<#EMO_DIR#>/yes.gif" style="vertical-align:middle" emoid=":yes" border="0" alt="yes.gif" />
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Well, now this may be the stupidest suggestion ever, but... <img src="style_emoticons/<#EMO_DIR#>/sailr.gif" style="vertical-align:middle" emoid=":sail" border="0" alt="sailr.gif" />


Supposing that the compass is an "object" and not a coded stuff, couldn't the decal/texture be flipped upside down? I mean, if there is a "drawing" of the compass & this drawing is rendered on the world map, but for some strange reason its set of coordinates is opposite to that of the map itself... why not put the "North" of the drawing where the drawing's South should be, and East where West whould be? This should work in the assumption that the compass graphic is a decal/texture/3d object. Then the render engine would render either the compass or the world map upside down, but as the compass graphic would be upside down too, then two wrongs would make a right. <img src="style_emoticons/<#EMO_DIR#>/whistling.gif" style="vertical-align:middle" emoid=":wp" border="0" alt="whistling.gif" />


And, shifting matters, where should I suggest a mod to see if some charitable soul could made it? It looks like a simple thing but really haven't got a clue on how could be done. The idea would be to add three keystrokes whose effect was the same as holding down the keys used to steer the ship. Would be like a "full rudder board/starboard" + "back to straight course" feature, to avoid the neverending hold-the-key-down during maneuevers. Who/where should I adress to? <img src="style_emoticons/<#EMO_DIR#>/dunno.gif" style="vertical-align:middle" emoid=":shrug" border="0" alt="dunno.gif" />
 
I have been thinking of fixing it that way as well. That would probably work. There must be a texture somewhere. I'll do that for the next update if I don't forget.

I have had a quick search through the code, but it looks as if the ship turn controls are "hardcoded", which means we can't change it. That's really a shame; I would've liked to change that too. <img src="style_emoticons/<#EMO_DIR#>/sad.gif" style="vertical-align:middle" emoid=":(" border="0" alt="sad.gif" />
 
Bill Bones, of Ellaybe "Front Porch" fame? Welcome to this forum <img src="style_emoticons/<#EMO_DIR#>/par-ty.gif" style="vertical-align:middle" emoid=":cheers" border="0" alt="par-ty.gif" />

As you already suggested, instead of turning the world(map) upside down I once turned the mapcompass by 180 DEG (The compass is a seperate .gm model that floats above the worldmap) For me it works fine, and the modelfile is on the FTP (windrose.gm)
Don't know why it doesn't seem to work for other people.

As for documentation and a featurelist, you find a lot of information in the Buildinfo folder and on the forum, if you care to look for it(e.g. the map/compass issue has already been discussed). We are a bunch of amateurs who do these mods in our limited spare time, so please don't expect a handbook for free on top of the mods. Sorry, there is so much I would like to do better if I only had the time <img src="style_emoticons/<#EMO_DIR#>/dunno.gif" style="vertical-align:middle" emoid=":shrug" border="0" alt="dunno.gif" />
 
Once we get a stable Pre Build 13 done, we will be making a bit of documentation for it though. There is a feature list on my site, but it's very much out of date.
 
<!--quoteo(post=140932:date=Mar 1 2006, 01:31 PM:name=CouchcaptainCharles)--><div class='quotetop'>QUOTE(CouchcaptainCharles @ Mar 1 2006, 01:31 PM) [snapback]140932[/snapback]</div><div class='quotemain'><!--quotec-->
Bill Bones, of Ellaybe "Front Porch" fame? Welcome to this forum <img src="style_emoticons/<#EMO_DIR#>/par-ty.gif" style="vertical-align:middle" emoid=":cheers" border="0" alt="par-ty.gif" />

As you already suggested, instead of turning the world(map) upside down I once turned the mapcompass by 180 DEG (The compass is a seperate .gm model that floats above the worldmap) For me it works fine, and the modelfile is on the FTP (windrose.gm)
Don't know why it doesn't seem to work for other people.

As for documentation and a featurelist, you find a lot of information in the Buildinfo folder and on the forum, if you care to look for it(e.g. the map/compass issue has already been discussed). We are a bunch of amateurs who do these mods in our limited spare time, so please don't expect a handbook for free on top of the mods. Sorry, there is so much I would like to do better if I only had the time <img src="style_emoticons/<#EMO_DIR#>/dunno.gif" style="vertical-align:middle" emoid=":shrug" border="0" alt="dunno.gif" />
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How do I turn the compass model upside down? Or, provided it already is upside down on my computer, how do I return it to "normality"?

(Be noted that I haven't got the lesser clue in POTC modding, so please be clear with any instructions...)

About the feature list, well, my case ifs of a newcomer, I couldn't install POTC on my old computer when it was reelased and only have had a computer suitable for POTC since October last year... so installing build 12 + the current modpack it's been a bit of stepping in a mine field. I still don't know/like the game enough as to spend the time here looking for features around dozens of pages of posts.

And, admiteddly, I may be a bit spoiled by Hosehead's Addon Installer... but I guess that POTC is more difficult to mod and Hosehead's interfaced mod install can't be implemented in POTC.
 
If you don't know much about PotC modding, turning around the compass model won't be easy. If you wait until the weekend, I'll try to turn the texture around, because I don't know how to turn the model around either. The effect should be the same though.

Both Build 12.1 and the Post Build 12 mods don't really have pretty installers, I know. That is because I don't know how to make pretty installers. Build 11 and the old Build 12 online installer did have them, but I didn't work on those. In the case of Build 12.1, it is a self-extracting .exe file made by WinZip, while the Post Build 12 mods are just WinZip files. Because the Post Build 12 mods are updated all the time, making an installer file would be quite hard as well. So this is the best I can do at the moment. :-(
Once it's all working more-or-less stable, I'll get a proper feature list done, though. There is a more up-to-date feature list <a href="http://forum.piratesahoy.net/index.php?s=&showtopic=6649&view=findpost&p=138085" target="_blank">here</a> though. Also check out the files in the buildinfo folder for more information and more extensive documentation. Especially the Build 11 ReadMe is worth having a look at, because it explains a lot about what has been added and how it works. It is still true, although a lot more has been added since.
 
my compass works <img src="style_emoticons/<#EMO_DIR#>/dunno.gif" style="vertical-align:middle" emoid=":shrug" border="0" alt="dunno.gif" />
north is north, south is south...
 
What version of the game are you using? Stock game? Build 12.1? Or the latest Post Build 12 mods? This problem only occurs with the Post Build 12 mods.
 
latest post build 12
<a href="http://rapidshare.de/files/13218125/windrose.gm.html" target="_blank">http://rapidshare.de/files/13218125/windrose.gm.html</a>
try it
 
Thank you. That file really does point North according to the map? <img src="style_emoticons/<#EMO_DIR#>/w00t.gif" style="vertical-align:middle" emoid=":woot" border="0" alt="w00t.gif" />
 
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