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Mod Release Build 14 GAMMA [Last Update: 31st December 2021]

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At last! The first update of 2018 is ready, in the usual place:
http://piratesahoy.bowengames.com/potc/Grey Roger/post_August31_fixes.zip

The list of fixes, also in the first post of this thread, is attached here.

New stuff this release includes:
  • Improvements to jungle rapists scene - you can't refuse to help, but if you have low fencing skill then the woman joins in the fight to even the odds. The dialog has improved too.
  • New encounter type - a reluctant criminals wants to go straight but his former associates don't want to let him leave alive.
  • Ever seen the building in Santo Domingo which is actually two buildings joined by an open air bridge? Now you can cross that bridge to visit Santo Domingo's new loanshark.
  • A new female character with an Arthurian name and a custom sword. If you want the sword but want to play someone else, you can find it hidden down a dungeon somewhere...
  • If you've been to Martinique, sailed under the old rope bridge and wondered where it leads, you can find out - east Martinique is now in the game. There's also a new sidequest, "Quest for the Crystal Skull", which takes you there.
 

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  • Fixes.txt
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New game required!
Compatibility: New Game mandatory!
New location, new weapons, and new encounter type do indeed make a new game pretty well compulsory. ;)

You might get away with editing "PROGRAM\globals.c". Find this line, fairly close to the bottom:
Code:
#define IS_SGV                   14.940
Change the number to 14.939, and the game should recognise your old saves. If you're lucky, they might even work. But you certainly won't get much of the new stuff.
 
Minor irritants.
When doing something when a screen change happens such as scanning the horizon when "land ho!" happens the music sound volume is cut in half. There is probably no cure as I suspect that the game engine gets overloaded and glitches.

The spyglass magnification gets stuck at ultra high. When looking at a ship at 2200 yards the flag can be clearly seen and when used at 500 yards only a small part of the ship can be seen, like one or two cannons. When looking at the moon only a few fuzzy craters can be seen instead of the whole thing in sharp detail. For this reason I now carry a common spyglass so I can see when this happens.

Overall the game is running fine.
 
From the article:
Criticism, however, focused on the dialogue, storyline, pacing, and overuse of CGI.
There is certainly dialogue, there's a bit of a storyline, and there's definitely a lot of CGI because I haven't enough money to hire some actors and re-make PoTC to use them. xD The side quest, being just a side quest, is rather shorter than the film. And there are no aliens. But I did throw in a salute to the "Indiana Jones" series - you'll be up against a ship named Ark Raider. :D
 
Minor irritants.
When doing something when a screen change happens such as scanning the horizon when "land ho!" happens the music sound volume is cut in half. There is probably no cure as I suspect that the game engine gets overloaded and glitches.

The spyglass magnification gets stuck at ultra high. When looking at a ship at 2200 yards the flag can be clearly seen and when used at 500 yards only a small part of the ship can be seen, like one or two cannons. When looking at the moon only a few fuzzy craters can be seen instead of the whole thing in sharp detail. For this reason I now carry a common spyglass so I can see when this happens.

Overall the game is running fine.
I've no idea what could be causing those. I don't think anything has changed in any of the sound files since the previous update, nor has anything to do with the spyglass. The textures of the sun and moon have changed and there's code to pick different files depending on whether you have a wide screen or standard size monitor. None of that ought to affect the spyglass when looking at anything else, and what it does isn't limited to the spyglass - the sun and moon use the new textures when you look at them without a spyglass as well.

Has anyone else any idea what could be causing these problems?
 
The game crashed and the reason is the number of items are > 2000. So I raised the number in items.h.
 

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  • items.h
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Yeah, the sound issue is probably an engine limitation.

The spyglass issue has always been around but used to be rare, but now is common in this game. There is nothing wrong with the sun and moon as I was using the moon as an example. When the spyglass is working normally I can see the entire moon plus some surrounding sky, but when the spyglass goes to full magnification all I can see are a few craters.
 
The game crashed and the reason is the number of items are > 2000. So I raised the number in items.h.
I've added that version of "items.h" in. Also, I found that the new pistols needed a little more work - CoAS weapons seem to be a larger scale than PoTC, so I shrunk them a little, and also moved them a bit in TOOL so that a character holding one holds it properly by the grip, not up near the mechanism. Also, as there hasn't been any objection, I've altered "initItems.c" to use the revised "pistol2a" model for item "pistol2" - the item ID remains the same so any NPC or starting character who would normally get a long pistol should now get the new model.

I've re-uploaded the archive.
 
Lighthouse. Would it be possible to get lighthouses to work while we're out at sea?
Adding particle effects to static objects in 3D Sailing Mode is relatively doable.
But I'm not sure if they would include a glow then.
 
I'm hoping to upload another version of the update this week. That is, unless anyone has anything in progress which isn't going to be done this week but is likely to be done next week or the week after. In particular, @Jack Rackham and @DeathDaisy, are you working on anything that's likely to be finished soon?

After the next update goes up, @Mad Jack Wolfe, would you like to use it to build the next installer?
 
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