<!--quoteo(post=217105:date=Oct 8 2007, 01:56 PM:name=Cylon13)--><div class='quotetop'>QUOTE(Cylon13 @ Oct 8 2007, 01:56 PM) [snapback]217105[/snapback]</div><div class='quotemain'><!--quotec-->Im going to install these modifications on my Alpha 6 <img src="style_emoticons/<#EMO_DIR#>/me.gif" style="vertical-align:middle" emoid="

" border="0" alt="me.gif" /> ..btw should i also use Kevatl_mods? is that the file named potc14a6_kevatl_v01.zip in PA FTP? if it's not then where to get it?<!--QuoteEnd--></div><!--QuoteEEnd-->
Actually, the Kevin Atlanta fix (potc14a6_kevatl_v01.zip in PA FTP) is an "all-in-one" package, so it already includes stuff from PB_Modifications and others. It inlcudes fixes from various sources (Pieter, PirateKK, Giuliootto, and myself). This is the most stable version of 14Alpha6 I've been able to get. Instructions and information follow...
<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->Build 14 Alpha 6 (Kevin Atlanta version)
filename: potc14a6_KevAtl_v01.zip)
INSTALL PROCESS:
1) POTC standard un-modded game
2) Build13_Full.exe (run runme.bat) ***
3) b13_update3_full.zip (run runme.bat) ***
4) Copy contents of b14_alpha6 into game directory (run preset.bat and runme.bat)
5) Copy contents of potc14a6_KevAtl_v01.zip into game directory
6) OPTIONAL. reset default controls in-game
*** = I'm not sure if these steps are absolutely required, but I recommend them
just to be sure that you have all the required files in your game directory.
NOTES: After you have installed a fresh copy of b14_alpha6.zip, just copy the
attached zip file (potc14a6_KevAtl_v01.zip) contents into your game directory, with
the file structures intact. MAKE SURE TO BACKUP YOUR GAME BEFORE APPLYING THIS FIX!!
There is no need to run a preset.bat or runme.bat with potc14a6_KevAtl_v01.zip. This
file archive contains fixes/changes from pb_modifications.zip (credit to Pieter Boelen)
and B14A7_giuliootto_Fix3.zip (credit to Giuliootto), so you do not need to install
those files. Changes by others (Pieter Boelen, Giuliootto, etc.) are not noted by me.
My changes are commented in the files with "// KevAtl xx/yy/zzzz" where xx/yy/zzzz is
the modified date. Uses CCCDirectSail.c and Seadogs.c from Pieter's pb_modifications.zip
(Giuliootto version of DirectSail is not used).
FIXED:
------
- AMMOMOD working (scene change reloads for non-AMMOMOD weapons)
- Boardings work properly (no hangs or stuck on decks)
- Captured captains no longer show "Deadly Pirate" for all, but have individual names
- All dialogs working (see exception below)
- Nigel Blythe quest working (Pirate Corvette is captureable)
- Fixed missing descriptions in Tailor Shops
- Fixed missing INTERFACE Portrait textures for several new characters
NOT FIXED:
----------
- DirectSail not working properly (must enter ship via Ship Move interface).
If you enter from the end of the dock (F3, spacebar or OPEN), DirectSail
does not work. It appears that when you enter from the dock, some of the
if-then checks show you as "below decks" and abort DirectSail.
My settings are "#define VISIT_DECK 1" (When anchoring, go to ship deck)
- Dead Captain showing up (sometimes) as captain of extra ship(s) in your fleet
- If you have unreleased captured pirates (prisoners) in your hold, and then take
on a new Pirate Hunting mission, the prisoner will disappear and show as a blank
space on your passenger list.
- Captured ships, that have surrendered, incorrectly show 100% sail and 100% hull
- Missing dialog file for William Neal (William Neal_dialog.c) on Tortuga. Is he a
quest character I don't know about?
MODS:
-----
- Added a new sword - the Saber of Cortés. Spolier Hint: Oxbay Abandoned Mine.
Only one of these is available in game.
- Work-around for quest characters, hireable as officers, generated with low HP.
Gives BonusHP for quest characters (+100 HP), so they will be useful later in
game. Includes Mr. Gibbs, Danielle Greene, Lucas de Saldanha, Baldewyn Coffier,
Edgar Attwood, Leborio Drago, Jaoquin De Masse, Florens Clauss, Rys Bloom,
Bartolomeu o Portugues, Txiki Pijuan, and Amerigo Vieira. No changes were made
to Nigel Blythe or Artois Voysey, as lots of folks like to kill them off after
their quest completes. Also, FredBob already has a 200HP bonus in current build.
As a side note, here is the order I used to install Build 14 Alpha 6:
1) POTC standard un-modded game
2) Build13_Full.exe (run runme.bat)
3) b13_update3_full.zip (run runme.bat)
4) Copy contents of b14_alpha6 into directory (run preset.bat and runme.bat)
5) extract pb_modifications.zip into game directory
6) extract B14A7_giuliootto_Fix3.zip into game directory (this replaces some of
the pb_modifications.zip files, so there MAY be some necessary fixes by Pieter
that are overwritten/replaced). I put several of the pb_mods files back in place.
7) reset default controls in-game
Version History:
potc14a6_KevAtl_v01.zip Version 0.1 August 26, 2007
-*-> KevinAtlanta <-*-
------------------------------------------------
----- ReadMe.txt from pb_modifications.zip -----
------------------------------------------------
Changes by Pieter:
- Lots of dialog, item description and queststexts changes to Bartolomeu's quests
- Code modifications to Bartolomeu's Tortuga Atmosphere mod
> More modifications to prevent some weird issues.
> Bug found: Sometimes after loading a savegame in Tortuga port you'll find
stationary clones of the ladies
- Several display text fixes
- Some new loading screens for the AoP towns
- BuildingSet "Keep", "Fortification" and "Hoardkeeper" dialog fixed
- Mr. Gibbs added to Tortuga tavern. He will give you Jack's compass, which you
can use to find Isla de Muerte and you can hire him as officer
> Eventually this should be expanded into a real quest, but at least it can be
tested by players now without doing any code modifications
- When anchoring, you go to your ship's deck instead of straight to shore (toggleable)
> I wanted to make it so that you go to your ship's deck when leaving port as
well, but I have been unable to. Perhaps somebody else can do something about it?
- Map interface island names colour reset to yellow. I didn't like the green
- Blockdamage code modified by HawkerT<!--c2--></div><!--ec2-->
See this thread for a little more info: <a href="http://www.piratesahoy.com/forum/index.php?showtopic=10898&st=20&start=20" target="_blank">http://www.piratesahoy.com/forum/index.php...20&start=20</a>
kevin