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    Maelstrom New Horizons


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Flying Dutchman

Comparing the GM files of the new one and the old one, the new one is definitly better.
I especially like her new colour and the added seaweed.
If I were to have any comment, I'd say he stern window looks rather rocky,
but then it's probably rather hard to make something look transparent and murky-seaweedy at the same time.
Do you happen to have those _bump texture files that are referenced by the GM by any chance?
 
Glad u like it
as for bump dint use them since storm2.0 dosn't support them, besides they need some more work <img src="style_emoticons/<#EMO_DIR#>/happy.gif" style="vertical-align:middle" emoid="^_^" border="0" alt="happy.gif" />
 
In that case, do you think you could remove the reference to them from the GM file?
Just to prevent any possible error messages because of missing files. <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />
 
Indeed I did get the expected missing texture messages:
Can't load texture resource\textures\SHIPS\CURSEDDUTCHMAN_BUMP.TGA.tx
Can't load texture resource\textures\SHIPS\CURSEDDUTCHMAN_DECK_BUMP.TGA.tx

Worse still, the Cursed Dutchman is now a glow-in-the-dark ship as lighting isn't applied to her at all.
So I'm rather hoping you can still do something about that. <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />

Also, the walk file for the crew doesn't look right anymore; crew walks through the deck and such.
 
Much, much better! Thanks again. <img src="style_emoticons/<#EMO_DIR#>/w00t.gif" style="vertical-align:middle" emoid=":woot" border="0" alt="w00t.gif" />
 
Does anyone have any specific thoughts on how the Flying Dutchman sailing faster against the wind than with the wind should work in the game?
Now that the steamships are working, technically we could manage this one too.
 
Does anyone have any specific thoughts on how the Flying Dutchman sailing faster against the wind than with the wind should work in the game?
Now that the steamships are working, technically we could manage this one too.
So does anyone have any ideas? I need some, otherwise I can't really code it in properly. :modding
 
This is a bit more difficult to figure out than the steam engines, I'd say.
The problem is, this is still wind-dependent, whereas the steam propulsion is not.
All I can think of is to somehow detect when the ship is facing the wind, and give her a speed boost until she moves away from it.
I've no idea what kind of barriers that produces for the coding, though. :modding
 
That was indeed my first thought, though I don't like the complex sound of that. I was wondering if maybe I could just make her a simple AI type steamship that gets a speed boost depending on the sail setting.
That way, the Dutchman would always be able to sail into the wind. To compensate, she might need to have her top speed turned down a notch.
But it might be a relatively simple solution to an otherwise complicated problem.
 
See attached for a quick experiment of mine. I don't actually think this is worth it; it's UGLY underwater! :facepalm
 
See attached for a quick experiment of mine. I don't actually think this is worth it; it's UGLY underwater! :facepalm

Oooooooo! that looks cool!
w00t.gif
Me wants.
 
There's no sea bottom; it's just BLACK down there. YUCK!

I did this as a quick test by executing pchar.ship.immersion = 10; through the console. The effect lasts only about a second though and then you have to execute it again.
If we'd want to make it work gameplay-wise, we'd need some additional coding; I just did it to prove or disprove the concept to start out with.
Should be posisdible to gradually change the immersion value and at least make a video of the Dutchman appearing out of the water; it'd look good from ABOVE the water I think.
 
Under the water is a CRAZY ASS PLACE! The camera doesn't go underwater, so when your ship is down there, the exterior camera works a bit odd.
Then you still have your ship's wake on the sea surface. And when you fire your cannons underwater, you immediately get the splashes on the sea surface above. :wacko:
 
In PROGRAM\SEA_AI\AIShip.c find:
Code:
// calculate immersion
arCharShip.Immersion = (stf(GetLocalShipAttrib(arCharShip, rShip, "SubSeaDependWeight")) * fLoad);
Replace with:
Code:
	// PB: Flying Dutchman -->
arCharShip.CorrectImmersion = (stf(GetLocalShipAttrib(arCharShip, rShip, "SubSeaDependWeight")) * fLoad);	// calculate immersion
if(HasSubStr(GetAttribute(rCharacter, "ship.type"), "Dutchman") && CheckAttribute(arCharShip, "SubmergeDutchman"))
{
if(!CheckAttribute(arCharShip, "EmergeDutchman"))
{
DeleteAttribute(arCharShip, "EmergeDutchman");
arCharShip.SubmergeDutchman = makefloat(arCharShip.SubmergeDutchman) + 1;
if(stf(arCharShip.SubmergeDutchman) >= 53) arCharShip.SubmergeDutchman = 53;
arCharShip.immersion = arCharShip.SubmergeDutchman;
}
else
{
arCharShip.SubmergeDutchman =  makefloat(arCharShip.SubmergeDutchman) - 1;
if(stf(arCharShip.SubmergeDutchman) <= stf(arCharShip.CorrectImmersion))
{
arCharShip.SubmergeDutchman = arCharShip.CorrectImmersion;
DeleteAttribute(arCharShip, "SubmergeDutchman");
DeleteAttribute(arCharShip, "EmergeDutchman");
}
else
arCharShip.immersion = arCharShip.SubmergeDutchman;
}
LogIt("Character immersion = " + arCharShip.immersion);
}
else
arCharShip.immersion = arCharShip.CorrectImmersion;
// PB: Flying Dutchman <--
Now put this code in PROGRAM\console.c:
Code:
		if(!CheckAttribute(pchar, "ship.SubmergeDutchman")) pchar.ship.SubmergeDutchman = pchar.ship.CorrectImmersion;
else pchar.ship.EmergeDutchman = 0;
Press F12 to submerge and press F12 again to go back up to the surface.

As said before, clearly the game was NOT made to support submarines, so don't expect this to work quite normal.
At the moment, there's an update every second, which makes the move rather jerky.
And how should we trigger this for real gameplay? [Enter] menu or keyboard control?
 
I'll help test this out!
me.gif


Especially since I was the one bitching about it in the first place. lol
icon_mrgreen1.gif


Damn straight it would look awesome in a video! Plus I'm giving the uncursed Dutchman my "green flash" treatment.
 
Niiice! I'm currently rewriting this code to make it smoother and quicker. I'm getting somewhere, but at the moment I've still got some amusing effects.
For one, when I emerge again, as soon as I'm ABOVE the water, I go straight back down! :rofl
 
Ok I'm not doing something right. You replace ONLY that first line that you specified in AIShip.C?

And where do you place that last bit of code in console.c?
 
Give me a couple of minutes; I'll upload all my recently changed code files.
 
Extract attached to your main game folder, START A NEW GAME, get the Flying Dutchman and press F12 to submerge and emerge.

This file contains also some other code changes, including:
- Sulan's recent work on the Period Weapons Mod
- Summon Kraken with Flying Dutchman
- Steam Frigate fuel consumption and engine damage
- Queen Anne's Revenge Greek Fire
 
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