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RobC/Alan_Smithee Blacksmiths Mod v. 2.0 ready for D/L

<!--`QuoteBegin-alan_smithee`+--><div class='quotetop'>QUOTE(alan_smithee)</div><div class='quotemain'><!--QuoteEBegin-->Not working in which way? Things not appearing that were intended to, or your entire computer... catching fire?[/quote]Not working in exactly the same way as Catalina described. I thought it would be just a problem with me doing something wrong, but apparently it's something wrong somewhere else. Hope you can fix it as I really want this mod to work! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/william.gif" style="vertical-align:middle" emoid=":will" border="0" alt="william.gif" />
 
I just tested it and it doesn't work even with a default Build 11 + Build 12 install. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/sad.gif" style="vertical-align:middle" emoid=":(" border="0" alt="sad.gif" />

Edit: Not working means not working dialog for Douwesen, Falaise de Fleurs and Redmond citizens, though dialog does work for Isla Muelle and Conceicao (haven't been to Quebradas Costillas yet, so I don't know about that). Also: The places where I believe the smiths are supposed to be are still locked up. After pressing the I button and going to a different location, the game crashes to desktop.

Edit 2: I just tried whether this does work with Build 11, but apparently not...
 
Alan_Smithee, I´m very impressed. Just two questions:

1) How do you add new things to a location, like the cannon? I mean in which program do you work?

2) How do you change the textures, for example the dirty walls? Is it done in a photoshop program or something loke that? Jack Rackham.
 
Okay... Dialog fix:

C:program FilesBethesda SoftworksPirates of the CaribbeanPROGRAMDIALOGSDouwesen Citizen_Dialog.c(199): // <-- RobC/A_S 'smiths
C:program FilesBethesda SoftworksPirates of the CaribbeanPROGRAMDIALOGSDouwesen Citizen_Dialog.c(250): // <-- RobC/A_S 'smiths

C:program FilesBethesda SoftworksPirates of the CaribbeanPROGRAMDIALOGSfalaise de fleur citizen_dialog.c(209): // <-- RobC/A_S 'smiths

C:program FilesBethesda SoftworksPirates of the CaribbeanPROGRAMDIALOGSRedmond Citizen_dialog.c(257): // <-- RobC/A_S 'smiths

Change <span style='color:red'><-- RobC/A_S 'smiths'</span>

This fixes the one in Redmond, at least, got in to talk to him and do a transaction. Nice work, Alan! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/onya.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="onya.gif" />

Some angles of camera, you lose the texture on the model (cannon, swords) but on the whole, shaping up nicely!

Also found that the smith on Conceicao is missing:

<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->-----------------------------------------------------------

Error summary

-----------------------------------------------------------

File ....: programTowntable.c

Line ....: 50

Type ....: RUNTIME ERROR

Error ...: null ap

Count ...: 6

Status ..: File is newer as the file from build

          Local file : 2004.11.13 20:11:08

          Build file : 2004.01.26 17:58:54

          Local CRC  : b4541c13

          Build CRC  : 8c85ca9c

-----------------------------------------------------------

File ....: programTowntable.c

Line ....: 50

Type ....: RUNTIME ERROR

Error ...: no rAP data

Count ...: 6

Status ..: File is newer as the file from build

          Local file : 2004.11.13 20:11:08

          Build file : 2004.01.26 17:58:54

          Local CRC  : b4541c13

          Build CRC  : 8c85ca9c

-----------------------------------------------------------

File ....: programTowntable.c

Line ....: 50

Type ....: RUNTIME ERROR

Error ...: missed attribute

Count ...: 6

Status ..: File is newer as the file from build

          Local file : 2004.11.13 20:11:08

          Build file : 2004.01.26 17:58:54

          Local CRC  : b4541c13

          Build CRC  : 8c85ca9c

-----------------------------------------------------------

File ....: programTowntable.c

Line ....: 64

Type ....: RUNTIME ERROR

Error ...: no rAP data

Count ...: 2

Status ..: File is newer as the file from build

          Local file : 2004.11.13 20:11:08

          Build file : 2004.01.26 17:58:54

          Local CRC  : b4541c13

          Build CRC  : 8c85ca9c

-----------------------------------------------------------

File ....: programTowntable.c

Line ....: 64

Type ....: RUNTIME ERROR

Error ...: missed attribute

Count ...: 2

Status ..: File is newer as the file from build

          Local file : 2004.11.13 20:11:08

          Build file : 2004.01.26 17:58:54

          Local CRC  : b4541c13

          Build CRC  : 8c85ca9c

-----------------------------------------------------------

Error.log

-----------------------------------------------------------

RUNTIME ERROR - file: Towntable.c; line: 50

missed attribute: towns

RUNTIME ERROR - file: Towntable.c; line: 50

null ap

RUNTIME ERROR - file: Towntable.c; line: 50

no rAP data

RUNTIME ERROR - file: Towntable.c; line: 50

missed attribute: towns

RUNTIME ERROR - file: Towntable.c; line: 50

null ap

RUNTIME ERROR - file: Towntable.c; line: 50

no rAP data

RUNTIME ERROR - file: Towntable.c; line: 50

missed attribute: towns

RUNTIME ERROR - file: Towntable.c; line: 50

null ap

RUNTIME ERROR - file: Towntable.c; line: 50

no rAP data

RUNTIME ERROR - file: Towntable.c; line: 50

missed attribute: towns

RUNTIME ERROR - file: Towntable.c; line: 50

null ap

RUNTIME ERROR - file: Towntable.c; line: 50

no rAP data

RUNTIME ERROR - file: Towntable.c; line: 50

missed attribute: towns

RUNTIME ERROR - file: Towntable.c; line: 50

null ap

RUNTIME ERROR - file: Towntable.c; line: 50



no rAP data

RUNTIME ERROR - file: Towntable.c; line: 50

missed attribute: towns

RUNTIME ERROR - file: Towntable.c; line: 50

null ap

RUNTIME ERROR - file: Towntable.c; line: 50

no rAP data

RUNTIME ERROR - file: Towntable.c; line: 64

missed attribute: towns

RUNTIME ERROR - file: Towntable.c; line: 64

null ap

RUNTIME ERROR - file: Towntable.c; line: 64

no rAP data

RUNTIME ERROR - file: Towntable.c; line: 64

missed attribute: towns

RUNTIME ERROR - file: Towntable.c; line: 64

null ap

RUNTIME ERROR - file: Towntable.c; line: 64

no rAP data



-----------------------------------------------------------

Compile.log

-----------------------------------------------------------

Init encounters complete.

Init weathers complete. 320 weathers found.

Init character names complete.

Main_LogoVideo() 0

PauseAllSounds

ResetSoundScheme

proc_break_video()

Main_LogoVideo() -1

Number of locations: 304

bool CreateParticleEntity()

n is 2

ERROR! Cargo space overup (character=0,Quantity=100)

ERROR! Cargo space overup (character=0,Quantity=25)

ERROR! Cargo space overup (character=0,Quantity=8.4)

ERROR! Cargo space overup (character=0,Quantity=4.2)

ERROR! Cargo space overup (character=0,Quantity=120.)

ERROR! Cargo space overup (character=0,Quantity=180.)

ERROR! Cargo space overup (character=0,Quantity=120.)

SETTING MUSIC: music_main_menu

ResetSoundScheme

Number of locations: 304

bool CreateParticleEntity()

n is 2

ERROR! Cargo space overup (character=0,Quantity=100)

ERROR! Cargo space overup (character=0,Quantity=25)

ERROR! Cargo space overup (character=0,Quantity=8.4)

ERROR! Cargo space overup (character=0,Quantity=4.2)

ERROR! Cargo space overup (character=0,Quantity=120.)

ERROR! Cargo space overup (character=0,Quantity=180.)

ERROR! Cargo space overup (character=0,Quantity=120.)

!!! Reload to 183

LoadLocation(ref loc) Conceicao_port

WARNING!!! Town name Conceicao not found

WARNING!!! Town name Conceicao not found

ItemLogic: On load location Conceicao_port

ItemLogic: found 0 buttons

ItemLogic: Loaded model ammoblade25

ResetSoundScheme

SetSoundScheme: port

AddSoundScheme: land_day

AddSoundScheme: seashore_weather

SETTING MUSIC: music_gorod

Init weathers complete. 320 weathers found.

Init encounters complete.

locator_name = reload1 lockedReloadLocator =

reload_cur_island_index = -1

reload_cur_location_index = 183

reload_island_index = -1

reload_location_index = 184

Start reload

ResetSoundScheme

PauseAllSounds

ReloadStartFade

UnloadLocation(aref loc) Conceicao_port

ItemLogic: On unload location

ReloadEndFade

LoadLocation(ref loc) Conceicao_town

LocLoadShips: Can't find Location.locators.ships in location: Conceicao_town

ItemLogic: On load location Conceicao_town

ItemLogic: found 0 buttons

ItemLogic: Loaded model ammopistol3

ResetSoundScheme

SetSoundScheme: town

AddSoundScheme: land_day

AddSoundScheme: land

SETTING MUSIC: music_gorod

locator_name = reload6 lockedReloadLocator =

reload_cur_island_index = -1

reload_cur_location_index = 184

reload_island_index = -1

reload_location_index = 298

Start reload

ResetSoundScheme

PauseAllSounds

ReloadStartFade

UnloadLocation(aref loc) Conceicao_town

ItemLogic: On unload location

ReloadEndFade

LoadLocation(ref loc) Con_blacksmith

LocLoadShips: Can't find Location.locators.ships in location: Con_blacksmith

CreateCharacter -> character can invalide model(blacksmith2) or animation(man)

Can't create character: Con_blacksmith

ItemLogic: On load location Con_blacksmith

ItemLogic: found 0 buttons

ResetSoundScheme

SetSoundScheme: shop

SETTING MUSIC: music_shop

locator_name = reload1 lockedReloadLocator =

reload_cur_island_index = -1

reload_cur_location_index = 298

reload_island_index = -1

reload_location_index = 184

Start reload

ResetSoundScheme

PauseAllSounds

ReloadStartFade

UnloadLocation(aref loc) Con_blacksmith

ItemLogic: On unload location

ReloadEndFade

LoadLocation(ref loc) Conceicao_town

LocLoadShips: Can't find Location.locators.ships in location: Conceicao_town

ItemLogic: On load location Conceicao_town

ItemLogic: found 0 buttons

ItemLogic: Loaded model ammopistol3

ResetSoundScheme

SetSoundScheme: town

AddSoundScheme: land_day

AddSoundScheme: land

SETTING MUSIC: music_gorod

locator_name = reload18 lockedReloadLocator =

reload_cur_island_index = -1

reload_cur_location_index = 184

reload_island_index = -1

reload_location_index = 187

Start reload

ResetSoundScheme

PauseAllSounds

ReloadStartFade

UnloadLocation(aref loc) Conceicao_town

ItemLogic: On unload location

ReloadEndFade

LoadLocation(ref loc) Conceicao_Store

LocLoadShips: Can't find Location.locators.ships in location: Conceicao_Store

ItemLogic: On load location Conceicao_Store

ItemLogic: found 0 buttons

ResetSoundScheme

SetSoundScheme: shop

SETTING MUSIC: music_shop

locator_name = reload1 lockedReloadLocator =

reload_cur_island_index = -1

reload_cur_location_index = 187

reload_island_index = -1

reload_location_index = 184

Start reload

ResetSoundScheme

PauseAllSounds

ReloadStartFade

UnloadLocation(aref loc) Conceicao_Store

ItemLogic: On unload location

ReloadEndFade

LoadLocation(ref loc) Conceicao_town

LocLoadShips: Can't find Location.locators.ships in location: Conceicao_town

ItemLogic: On load location Conceicao_town

ItemLogic: found 0 buttons

ItemLogic: Loaded model ammopistol3

ResetSoundScheme

SetSoundScheme: town

AddSoundScheme: land_day

AddSoundScheme: land

SETTING MUSIC: music_gorod

CHANGE REP FOR PLAYER: 1 x2

locator_name = reload6 lockedReloadLocator =

reload_cur_island_index = -1

reload_cur_location_index = 184

reload_island_index = -1

reload_location_index = 298

Start reload

ResetSoundScheme

PauseAllSounds

ReloadStartFade

UnloadLocation(aref loc) Conceicao_town

ItemLogic: On unload location

ReloadEndFade

LoadLocation(ref loc) Con_blacksmith

LocLoadShips: Can't find Location.locators.ships in location: Con_blacksmith

CreateCharacter -> character can invalide model(blacksmith2) or animation(man)

Can't create character: Con_blacksmith

ItemLogic: On load location Con_blacksmith

ItemLogic: found 0 buttons

ResetSoundScheme

SetSoundScheme: shop

SETTING MUSIC: music_shop

locator_name = reload1 lockedReloadLocator =

reload_cur_island_index = -1

reload_cur_location_index = 298

reload_island_index = -1

reload_location_index = 184

Start reload

ResetSoundScheme

PauseAllSounds

ReloadStartFade

UnloadLocation(aref loc) Con_blacksmith

ItemLogic: On unload location

ReloadEndFade

LoadLocation(ref loc) Conceicao_town

LocLoadShips: Can't find Location.locators.ships in location: Conceicao_town

ItemLogic: On load location Conceicao_town

ItemLogic: found 0 buttons

ItemLogic: Loaded model ammopistol3

ResetSoundScheme

SetSoundScheme: town

AddSoundScheme: land_day

AddSoundScheme: land

SETTING MUSIC: music_gorod

locator_name = reload4 lockedReloadLocator =

reload_cur_island_index = -1

reload_cur_location_index = 184

reload_island_index = -1

reload_location_index = 189

Start reload

ResetSoundScheme

PauseAllSounds

ReloadStartFade

UnloadLocation(aref loc) Conceicao_town

ItemLogic: On unload location

ReloadEndFade

LoadLocation(ref loc) Conceicao_Tavern

LocLoadShips: Can't find Location.locators.ships in location: Conceicao_Tavern

Ãåíåðàöèÿ ýíêàóíòåðîâ: Ëîêàöèÿ Conceicao_Tavern

Ãåíåðàöèÿ ýíêàóíòåðîâ: Ãðóïïà encdetector

Ãåíåðàöèÿ ýíêàóíòåðîâ: Ëîêàòîð enc01

ÑÈÑÒÅÌÀ ÃÅÍÅÐÀÖÈÈ ÝÍÊÀÓÍÒÅÐÎÂ ÑÎÎÁÙÀÅÒ: ÒÈÏ ËÎÊÀÖÈÈ: tavern

ÑÈÑÒÅÌÀ ÃÅÍÅÐÀÖÈÈ ÝÍÊÀÓÍÒÅÐÎÂ ÑÎÎÁÙÀÅÒ: ÂÛÁÐÀÍ ÒÈÏ ÝÍÊÀÓÍÒÅÐÀ: ENC_OFFICER

ÃÅÍÅÐÀÖÈß ÝÍÊÀÓÍÒÅÐÎÂ: Ïåðñîíàæ 1 ïðèñâîåí ID Enc_Char1

ItemLogic: On load location Conceicao_Tavern

ItemLogic: found 0 buttons

ResetSoundScheme

SetSoundScheme: tavern

SETTING MUSIC: music_tavern

locator_name = reload1 lockedReloadLocator =

reload_cur_island_index = -1

reload_cur_location_index = 189

reload_island_index = -1

reload_location_index = 184

Start reload

ResetSoundScheme

PauseAllSounds

ReloadStartFade

UnloadLocation(aref loc) Conceicao_Tavern

ItemLogic: On unload location

ReloadEndFade

LoadLocation(ref loc) Conceicao_town

LocLoadShips: Can't find Location.locators.ships in location: Conceicao_town

ItemLogic: On load location Conceicao_town

ItemLogic: found 0 buttons

ItemLogic: Loaded model ammopistol3

SETTING MUSIC: music_bitva

ResetSoundScheme

SetSoundScheme: town

AddSoundScheme: land_day

AddSoundScheme: land

SETTING MUSIC: music_bitva

locator_name = reload4 lockedReloadLocator =

reload_cur_island_index = -1

reload_cur_location_index = 184

reload_island_index = -1

reload_location_index = 189

Start reload

ResetSoundScheme

PauseAllSounds

ReloadStartFade

UnloadLocation(aref loc) Conceicao_town

ItemLogic: On unload location

ReloadEndFade

LoadLocation(ref loc) Conceicao_Tavern

LocLoadShips: Can't find Location.locators.ships in location: Conceicao_Tavern

Ãåíåðàöèÿ ýíêàóíòåðîâ: Ëîêàöèÿ Conceicao_Tavern

Ãåíåðàöèÿ ýíêàóíòåðîâ: Ãðóïïà encdetector

Ãåíåðàöèÿ ýíêàóíòåðîâ: Ëîêàòîð enc01

ÑÈÑÒÅÌÀ ÃÅÍÅÐÀÖÈÈ ÝÍÊÀÓÍÒÅÐÎÂ ÑÎÎÁÙÀÅÒ: ÒÈÏ ËÎÊÀÖÈÈ: tavern

ÑÈÑÒÅÌÀ ÃÅÍÅÐÀÖÈÈ ÝÍÊÀÓÍÒÅÐÎÂ ÑÎÎÁÙÀÅÒ: ÂÛÁÐÀÍ ÒÈÏ ÝÍÊÀÓÍÒÅÐÀ: ENC_OFFICER

ÃÅÍÅÐÀÖÈß ÝÍÊÀÓÍÒÅÐÎÂ: Ïåðñîíàæ 1 ïðèñâîåí ID Enc_Char1

ItemLogic: On load location Conceicao_Tavern

ItemLogic: found 0 buttons

SETTING MUSIC: music_tavern

ResetSoundScheme

SetSoundScheme: tavern

SETTING MUSIC: music_tavern

locator_name = reload1 lockedReloadLocator =

reload_cur_island_index = -1

reload_cur_location_index = 189

reload_island_index = -1

reload_location_index = 184

Start reload

ResetSoundScheme

PauseAllSounds

ReloadStartFade

UnloadLocation(aref loc) Conceicao_Tavern

ItemLogic: On unload location

ReloadEndFade

LoadLocation(ref loc) Conceicao_town

LocLoadShips: Can't find Location.locators.ships in location: Conceicao_town

ItemLogic: On load location Conceicao_town

ItemLogic: found 0 buttons

ItemLogic: Loaded model ammopistol3

ResetSoundScheme

SetSoundScheme: town

AddSoundScheme: land_day

AddSoundScheme: land

SETTING MUSIC: music_gorod

locator_name = reload6 lockedReloadLocator =

reload_cur_island_index = -1

reload_cur_location_index = 184

reload_island_index = -1

reload_location_index = 298

Start reload

ResetSoundScheme

PauseAllSounds

ReloadStartFade

UnloadLocation(aref loc) Conceicao_town

ItemLogic: On unload location

ReloadEndFade

LoadLocation(ref loc) Con_blacksmith

LocLoadShips: Can't find Location.locators.ships in location: Con_blacksmith

CreateCharacter -> character can invalide model(blacksmith2) or animation(man)

Can't create character: Con_blacksmith

ItemLogic: On load location Con_blacksmith

ItemLogic: found 0 buttons

ResetSoundScheme

SetSoundScheme: shop

SETTING MUSIC: music_shop

locator_name = reload1 lockedReloadLocator =

reload_cur_island_index = -1

reload_cur_location_index = 298

reload_island_index = -1

reload_location_index = 184

Start reload

ResetSoundScheme

PauseAllSounds

ReloadStartFade

UnloadLocation(aref loc) Con_blacksmith

ItemLogic: On unload location

ReloadEndFade

LoadLocation(ref loc) Conceicao_town

LocLoadShips: Can't find Location.locators.ships in location: Conceicao_town

ItemLogic: On load location Conceicao_town

ItemLogic: found 0 buttons

ItemLogic: Loaded model ammopistol3

SETTING MUSIC: music_bitva

ResetSoundScheme

SetSoundScheme: town

AddSoundScheme: land_day

AddSoundScheme: land

SETTING MUSIC: music_bitva



-----------------------------------------------------------

System.log

-----------------------------------------------------------

Scanning modules

Loading modules...

Loaded 0

Reset...

Initializing CORE...

Creating atoms space: 128

done

initializing complete

Initializing DirectX 8

Techniques: 9 shaders compiled.

Techniques: 179 techniques compiled.

Techniques: compiled by 161548136 ticks.

BeginScene

The method call is invalid For example, a method's parameter may have an invalid value

Ship Boat doesn't have fire places

Island: vBoxCenter not equal, foam error: resourcefoamlocationstown_ConceicaoportConceicao_port.ini, distance = 22.353

vBoxCenter = 0.936253,0.000000,51.599884

Island: vBoxSize not equal, foam error: resourcefoamlocationstown_ConceicaoportConceicao_port.ini

vBoxSize = 73.228073,0.000000,56.224228

Unable to open resourcesoundsnightinsects0

Unable to open resourcesoundsnightinsects0

resourcemodelscharactersblacksmith2.gm: can't open geometry file

Character model 'charactersblacksmith2' not loaded

Unable to open resourcesoundsnightinsects0

Unable to open resourcesoundsnightinsects0

resourcemodelscharactersblacksmith2.gm: can't open geometry file

Character model 'charactersblacksmith2' not loaded

Unable to open resourcesoundsnightinsects0

Unable to open resourcesoundsnightinsects0

Unable to open resourcesoundsnightinsects0

resourcemodelscharactersblacksmith2.gm: can't open geometry file

Character model 'charactersblacksmith2' not loaded

Unable to open resourcesoundsnightinsects0

Unloading

System exit and cleanup:

Mem state: User memory: 3028  MSSystem: 2032  Blocks: 127<!--c2--></div><!--ec2-->Basically you walk into his shop and he's not there. I was going to truncate this log until I saw there were so many errors reported specific to the problem...

There may be others but these are all I've found so far. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />
 
Here's a couple more:

Conceicao smith not home... <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />

Douwesen front gate reload from port takes you to the pirate fort! <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" />

I finally got back to the town and got into the smith's shop and WOW <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/keith.gif" style="vertical-align:middle" emoid=":keith" border="0" alt="keith.gif" /> that's a `BIG-assed` anvil! xD

FdF dialog screwed up too - change line 287:

<span style='color:red'><-- RobC/A_S Smiths</span>

Black screen fadeout going from homes area after front gate, to town square section. Here's the compile log:

-----------------------------------------------------------
Compile.log
-----------------------------------------------------------
Init encounters complete.
Init weathers complete. 320 weathers found.
Init character names complete.
Main_LogoVideo() 0
PauseAllSounds
ResetSoundScheme
proc_break_video()
Main_LogoVideo() -1
Number of locations: 304
bool CreateParticleEntity()
n is 2
ERROR! Cargo space overup (character=0,Quantity=100)
ERROR! Cargo space overup (character=0,Quantity=25)
ERROR! Cargo space overup (character=0,Quantity=8.1)
ERROR! Cargo space overup (character=0,Quantity=4.05)
ERROR! Cargo space overup (character=0,Quantity=120.)
ERROR! Cargo space overup (character=0,Quantity=180.)
ERROR! Cargo space overup (character=0,Quantity=120.)
SETTING MUSIC: music_main_menu
ResetSoundScheme
Number of locations: 304
bool CreateParticleEntity()
n is 2
ERROR! Cargo space overup (character=0,Quantity=100)
ERROR! Cargo space overup (character=0,Quantity=25)
ERROR! Cargo space overup (character=0,Quantity=8.1)
ERROR! Cargo space overup (character=0,Quantity=4.05)
ERROR! Cargo space overup (character=0,Quantity=120.)
ERROR! Cargo space overup (character=0,Quantity=180.)
ERROR! Cargo space overup (character=0,Quantity=120.)
!!! Reload to 1
Emerge locator reload1 in location Falaise_de_fleur_port_01 not found!
Character emerge on first locator (Falaise_de_fleur_location_01_02)
LoadLocation(ref loc) Falaise_de_fleur_port_01
WARNING!!! Town name Falaise de Fleur not found
WARNING!!! Town name Falaise de Fleur not found
ItemLogic: On load location Falaise_de_fleur_port_01
ItemLogic: found 0 buttons
ItemLogic: Loaded model itemsWine
ItemLogic: Loaded model itemspotion
ResetSoundScheme
SetSoundScheme: port
AddSoundScheme: land_day
AddSoundScheme: seashore_weather
SETTING MUSIC: music_gorod
Init weathers complete. 320 weathers found.
Init encounters complete.
locator_name = Falaise_de_fleur_location_01_02 lockedReloadLocator =
reload_cur_island_index = -1
reload_cur_location_index = 1
reload_island_index = -1
reload_location_index = 3
Start reload
ResetSoundScheme
PauseAllSounds
ReloadStartFade
UnloadLocation(aref loc) Falaise_de_fleur_port_01
ItemLogic: On unload location
ReloadEndFade
LoadLocation(ref loc) Falaise_de_fleur_location_02
LocLoadShips: Can't find Location.locators.ships in location: Falaise_de_fleur_location_02
ItemLogic: On load location Falaise_de_fleur_location_02
ItemLogic: found 0 buttons
ItemLogic: Loaded model ammopistol2
ItemLogic: no model for item Falaise_de_fleur_location_02.indian8
ResetSoundScheme
SetSoundScheme: town
AddSoundScheme: land_day
AddSoundScheme: land
SETTING MUSIC: music_gorod
locator_name = falaise_de_fleur_location_02_03 lockedReloadLocator =
reload_cur_island_index = -1
reload_cur_location_index = 3
reload_island_index = -1
reload_location_index = 4
Start reload
ResetSoundScheme
PauseAllSounds
ReloadStartFade
UnloadLocation(aref loc) Falaise_de_fleur_location_02
ItemLogic: On unload location
ReloadEndFade
LoadLocation(ref loc) Falaise_de_fleur_location_03
LocationLoader: not loaded model location.models.always.l1, id = Falaise_de_fleur_location_03
Unload location.
UnloadLocation(aref loc) Falaise_de_fleur_location_03
ItemLogic: On unload location

-----------------------------------------------------------
System.log
-----------------------------------------------------------
Scanning modules
Loading modules...
Loaded 0
Reset...
Initializing CORE...
Creating atoms space: 128
done
initializing complete
Initializing DirectX 8
Techniques: 9 shaders compiled.
Techniques: 179 techniques compiled.
Techniques: compiled by 182525287 ticks.
BeginScene
The method call is invalid For example, a method's parameter may have an invalid value
Ship Boat doesn't have fire places
resourcemodelsitemsWine.gm: can't open geometry file
Unable to open resourcesoundsnightinsects0
resourcemodelslocationsTown_FalaiseDeFleurtown_02stairs.gm: can't open geometry file
System exit and cleanup:
Mem state: User memory: 3028 MSSystem: 2032 Blocks: 127

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

HTH! <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" />
 
Okay, last (far as I can tell) error report - this is on a clean, otherwise unmodded version of PotC with a clean full install of B12 - all the above problems I mentioned, aside from the fixes I've suggested, still stand...

Alan, on your loading screens, you apparently did not have the font you needed (Dauphin, or Dolphin), and since I've been working on the A&M Addon loading screens it was no problem for me to make up two new ones for ya (hope you don't mind)... Here they are:

<a href="ftp://ftp.ganotherapyusa.com/" target="_blank">ftp://ftp.ganotherapyusa.com/</a>

Look in the "pub" directory. The images are "blacksmith1.tga.tx" and "blacksmith2.tga.tx". Just copy and paste over the loading images in PotCRESOURCETexturesLoading <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" />

BTW, "Arne Saknussem", LOL!!! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/laugh.gif" style="vertical-align:middle" emoid="xD:" border="0" alt="laugh.gif" />

Here's an online text of Jules Verne's "A Journey To The Center Of The Earth" - <a href="http://jv.gilead.org.il/vt/c_earth/" target="_blank">http://jv.gilead.org.il/vt/c_earth/</a> <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/icon_wink.gif" style="vertical-align:middle" emoid=";)" border="0" alt="icon_wink.gif" />
 
With the fixes by Catalina, the dialog files now are working. But the doors where I suppose the blacksmiths should be stationed are still closed and I cannot get in. When starting a new game, I only get a black screen (this was not the case before attempting to get the blacksmiths installed) and when pressing I, it crashes to desktop.
 
I'm in major shock right now. I actually managed to get the blacksmith mod to work properly and I don't even know much about programming <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/piratesing.gif" style="vertical-align:middle" emoid=":shock" border="0" alt="piratesing.gif" />. It doesn't give me a black screen when starting a new game anymore and the Redmond blacksmith works the way he should; haven't tested the rest yet.

Anyhow: I did everything Catalina suggested and that worked for the dialog files, so I searched the other blacksmith files and I found the error: In PROGRAMLocationslocations_init.c, go to line 14 (or so) and change "<-- ditto" into "// <-- ditto" and it does seem to work. I'll be off testing the rest now. Hoping it actually does work properly all the way through.
Looking like you did one helluva major good job on this mod, Alan. I'm highly impressed! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/w00t.gif" style="vertical-align:middle" emoid=":woot" border="0" alt="w00t.gif" />
 
Everything seems to be working fine now, apart from the things Catalina already mentioned:
- Entrance from port to Douwesen town points to the pirate fort instead of Douwesen town.- `Quick-travel` doesn't seem to work in Douwesen.
<span style='color:red'>Edit:</span>.reload.l1.go = "Douwesen_town";" in PROGRAMLocationsinitDouwesen.c .
- No smith in Conceicao, though you can visit his store.
- Some polygons of parts in the blacksmith store (mostly cannons)disappear when you come too close with the camera.
- Doesn't seem to work with old savegame, just with a new game. Could be wrong here though.

Having been unable to visit Falaise de Fleurs, either because the game doesn't permit me going there before I spoke to Silehart about the French attack or because the blacksmith mod disables entrance to FdF through the beach, I haven't been able to test the FdF smith yet.
 
eh, crud. I had no idea there'd be so many problems. When I pulled out the files specific to this mod I tried to clean them up from all my other projects... and it looks like I forgot quite a few things. (I really should have tested it on a new B12 install first.)

What I actually worked with when writing it was B11.9, since there isn't yet to my knowledge a full download of 12 that I can grab.

Douwesen's gate pointing to the pirate fort was intentional on my part, for another project, since I simply could not ever enter the sea map mode and I needed to travel between islands... I had to edit the FdF church locators too, but I'm pretty sure I cleaned those up.

And me forgetting // for my comments... ugh, how amateurish. <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" />

I'll test it proper now... see if I can get Conciecao's smith into his shop.

And thanks for the new loading screens, Cat. I had to copy the individual letters from other loading screens, but the transition turned out far from smooth.

That the cannon disappears sometimes (you may notice a sword doing the same) is due either to the "shape" of the locator, or some trouble with the output of Inez' tool... it used to do the same for characters, but she fixed it in later versions... I'll see if it's not the locator's fault.

Jack Rakham:

>1) How do you add new things to a location, like the cannon? I mean in which program do you work?

There's a bit of code for making any model appear at any locator. You put this somewhere in a location's definition in a location's init .c file; you might put it under the "//always" heading, where the location's model and locators are referenced. The model you want to appear must be in the same folder as that location, and its texture must be in the general textures folder.

Locations[n].models.always.l1 = "[model name, without ".gm"]";
Locations[n].models.always.l1.locator.name = "[locator name, e.g. goto1]";
Locations[n].models.always.l1.locator.group = "[type of locator, e.g. goto]";
Locations[n].models.always.l1.tech = "dLightModel";

Note that "l1" needs to be changed to something else if that notation is already used at a location; and change it for each additional model in a location.

Also, you can use an existing locator, or you can create a new one with Inez' tool. Any locator will work, but if you want it specific to your model (i.e., so a person won't be randomly placed there), the game uses the "gm" type solely for temporary models.

>2) How do you change the textures, for example the dirty walls? Is it done in a photoshop program or something loke that?

I use Photoshop, yeah. And I used to use a program for converting tga.tx's into .dds and back (available for download around here somewhere), but lately I've found Duke Suraknar's tool for changing them into simple tga's and back is even better. It's also around here... somewhere, I do believe.
 
The trouble, by the way, with smiths not in their shops or doors not opening may also have to do with whether the weapons quality mod and original blacksmith are enabled or not. RobC wrote his original character reference with the "if/then" caveat that the smith will only appear when the weapons quality mod is enabled.
 
Pieter, use the ModHelper to get you to FdF - it will start a new game for you and land you in a lot of different places all over the archipelago. Just change the starting location on the "Settings" tab pulldown menu "New Games Start Here". Change it to somewhere inside FdF (townhall, for instance) and you will be good to go! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/onya.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="onya.gif" />

I think Scheffnow's ModHelper tool is tremendously helpful when modding - could not get along without it! Thank you, Scheffnow, wherever you are! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/flower.gif" style="vertical-align:middle" emoid=":ty" border="0" alt="flower.gif" /> (we miss you!)
 
The trouble with pieces of the models being invisible from certain angles is indeed most probably a problem with the tool - and my being sloppy when cutting the models out from the original files. The cannon, for example, consists of several meshes, and I suppose that some of them are disappearing. I need to merge them into one single mesh before converting back to gm; hope that'll fix it.
I'll look into it as soon as possible.
I'm sorry for the many bugs in the tool, but I'm myself only learning this as I go along, and thankful for any hints on what needs fixing.
 
We are grateful you have put together this wonderful tool that helps us mod like this! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/onya.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="onya.gif" />
 
Thanks for the debugging, Cat and Pieter <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/onya.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="onya.gif" /> That's what I call dedicated modusers.
<!--`QuoteBegin-Pieter` Boelen+--><div class='quotetop'>QUOTE(Pieter Boelen)</div><div class='quotemain'><!--QuoteEBegin-->I'm in major shock right now. I actually managed to get the blacksmith mod to work properly and I don't even know much about programming <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/piratesing.gif" style="vertical-align:middle" emoid=":shock" border="0" alt="piratesing.gif" />. [/quote]
Most of us don't know much either, we are just dedicated dabblers <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" /> Though it is amazing what you can create with a little dabbling in PotC... <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/william.gif" style="vertical-align:middle" emoid=":will" border="0" alt="william.gif" />

(and I do not mean the amazing confusion i sometimes create <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/rolleyes.gif" style="vertical-align:middle" emoid=":rolleyes:" border="0" alt="rolleyes.gif" /> )


Alan, thank's a lot for the hint about placing models on locators. that might come handy one day <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />
 
<!--`QuoteBegin-CouchcaptainCharles`+--><div class='quotetop'>QUOTE(CouchcaptainCharles)</div><div class='quotemain'><!--QuoteEBegin-->Alan, thank's a lot for the hint about placing models on locators. that might come handy one day <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />[/quote]
Right. With all that the two of you found out about locators there are so many new opportunities opening up...
Alan suggested the player could decorate his room in the governor's mansion, like in The Sims - that idea got me all excited (had a dollhouse when I was little <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/icon_wink.gif" style="vertical-align:middle" emoid=";)" border="0" alt="icon_wink.gif" /> )
 
Just found out why the Conceicao blacksmith isn't where he's supposed to be: resourcemodelscharactersblacksmith2.gm is missing...
By changing "ch.model = "blacksmith2";" into a blacksmith that does have an available .gm file, I did get a blacksmith to work properly in Conceicao; he just looks the same as a blacksmith somewhere else.
Also: Boudewijn Smidt's head doesn't seem to totally attach to his body. Is that just me having a problem with that?

BTW: Why does he have "ch.greeting = "Gr_Redmond Citizen";" instead of "Gr_Conceicao Citizen" and "LAi_group_MoveCharacter(ch, "SMUGGLERS_CITIZENS");" instead of "LAi_group_MoveCharacter(ch, "CONCEICAO_CITIZENS");"?

Edit: Just found out that FdD isn't working properly yet: When entering the part of the town with the townhall, all I get is a black screen.
Edit 2: Managed to fix this by adding the blacksmith manually. Unfortunately, this does overwrite a house that otherwise used to be opened, but I moved the old house somewhere else, so it's no problem anymore.
 
Thank you for your answer Alan Smithee. The list of things I need to learn is getting longer for every day.
 
I uploaded a "RobC, Alan_Smithee Blacksmiths Mod.zip" to the PA! FTP which contains all the fixed blacksmith files, as well as Catalina's replaced loading screens. The Conceicao smith does work now, only he looks exactly the same as another blacksmith, because I don't have his proper .gm file. Hope this helps you guys until Alan makes an ultimate fix and I hope Alan doesn't mind me messing around with his files and making them temporarily available. If you do mind, Alan, I highly apologize and say in my defence that I was only trying to help and nothing more. I wasn't trying to take credit for your work or anything. If Alan does mind, can my file be removed from the FTP as soon as possible again?
 
Thanks, Peter, that does help me alot. And congrats that you've been able to fix it. <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" />
 
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