I can't find those new charactes in FreePlay?
I highly doubt it.
I tested out myself. You should be able to see them as "Named" Type
Dervia's skin can be found in Spanish Tailors and Avergorex's in English Tailors.
Visit our website www.piratehorizons.com to quickly find download links for the newest versions of our New Horizons mods Beyond New Horizons and Maelstrom New Horizons!
Quick links for Beyond New Horizons
- Download latest version
- Wiki
- FAQ
- Report bugs here
- Bug Tracker on Github
Quick links for Maelstrom
- Download the latest version of Maelstrom
- Download the latest version of ERAS II
- Download the latest version of New Horizons on Maelstrom
Quick links for PotC: New Horizons
- Download latest version
- Wiki
- FAQ
- Report bugs here
Thanks to YOUR votes, GOG.com now sells:
- Sea Dogs
- Sea Dogs: Caribbean Tales
- Sea Dogs: City of Abandoned Ships
Vote now to add Pirates of the Caribbean to the list!
Quick links for AoP2: Gentlemen of Fortune 2
- Downloads and info
- ModDB Profile
- Forums Archive
A Pirate Podcast with Interviews
Music, Comedy and all things Pirate!
- Episode Guide - About - Subscribe -
- Twitter - Facebook - iTunes - Android -
- Youtube - Fill the Coffers -
I can't find those new charactes in FreePlay?
Now I see. Sorry! I am an old Pirate, too much Rum I think.
dialog.text = DLG_TEXT[12]; //PW was 10
link.l1 = DLG_TEXT[13]; //PW was 11
link.l1.go = "without_money_3"; // PW case 2 skipped
break;
/*case "without_money_2":
//dialog.snd = "Voice\ENOF\ENOF008";
dialog.text = DLG_TEXT[12];
link.l1 = DLG_TEXT[13];
link.l1.go = "without_money_3";
break;
*/
dialog.text = DLG_TEXT[10];
link.l1 = DLG_TEXT[11];
link.l1.go = "without_money_2";
break;
case "without_money_2":
dialog.snd = "Voice\ENOF\ENOF008";
dialog.text = DLG_TEXT[12];
link.l1 = DLG_TEXT[13];
link.l1.go = "without_money_3";
break;
Good question...I'm not sure why @pedrwyth skipped the first two lines, but when I was playing the various drinking scenarios to test my overhaul, it seemed to me that something was missing in this one. After looking at "eng_officiant_dialog.c" and finding out that there was literally something missing, I put it back.
It would have been nice if each of the archive files had been organised into "PROGRAM" and "RESOURCE" plus their sub-folders; it would have made WinMerging a lot easier. However...Next up:
@Grey Roger, could you have a look at the stuff in http://piratesahoy.bowengames.com/temp/old_files.7z
and confirm which of those are completely outdated because they're already in the main mod by now?
Yes, it would. I didn't make them though.It would have been nice if each of the archive files had been organised into "PROGRAM" and "RESOURCE" plus their sub-folders; it would have made WinMerging a lot easier.
Any particular reason for the lack of permission?"Barbossa_tour": not included, it was purely for the contest. I have it on good authority that the creator of this mod has not given permission for it to be added generally to PoTC:NH.
Oh; is that @Layder's version?"Fldutch": not included as we can reasonably assume that we won't get permission from the creator of that version of the Flying Dutchman to include it in PoTC:NH!
Right now, I don't quite remember either..."KOPCAP2-20210726T123309Z-001": not included, I don't know what it is.
So you're saying you indeed got round to implementing whatever you could from these files?It may be a Russian upload which you provided a while back; I copied a lot of the Russian text translations as they were better than what we already had, though they'll be seriously out of date as they were based on a long obsolete version of PoTC:NH.
I do have some memory of that."Silent Mary": not included because its creator didn't want the unfinished model created, and it didn't work properly. Have a look at the thread Discussion - Silent Mary POTC SALAZAR SHIP MOD idea for the full discussion.
Yes indeed.Great job everyone. Maelstrom version will be updated as well I presume?
Thank you for your kind words!Thank you so much for all your work for the last years. This game feels so unique in its concept so I always come back to play some hours.
For the current situation, @Grey Roger has already answered.I wonder if you have a roadmap or vision how this mod will evolve in the future? Is it only about fixes or do you plan some kind of milestone in future? Build 15 for example?
Yes indeed.
@Mirsaneli and friends are already on the case.
I am hoping to release a Build 14 FINAL properly officially and externally by the end of the year.However, for now we won't be updating it past 28th September update, cause usually after replacing the old files with new ones, something gets broken in New Horizons Maelstrom.
I am hoping to release a Build 14 FINAL properly officially and externally by the end of the year.
Please consider adapting that one to Maelstrom as well.
Then once that is done, my thinking would be to declare our next project Build 15 (possibly with a new name altogether, because "New Horizons" was the one for 14).
This would be a good time to drop support for the old Storm 2 version altogether; and, for example, make Maelstrom the official main branch for future developments.
"Almost" means there's still some things missing...Well, that would make me very happy, cause I have seen so far that Maelstrom can support almost anything that old engine had.
"Almost" means there's still some things missing...
Do you have a clear idea what those might be?
Are those things @ChezJfrey and others might still be able to address?
Thanks to @Strannik and his efforts, we have ported the COAS model animations and combat system to New Horizons. We have fixed quite a lot of bugs in the past 2 weeks. So yes, we are going to improve the mod constantly. However, for now we won't be updating it past 28th September update, cause usually after replacing the old files with new ones, something gets broken in New Horizons Maelstrom.
I am hoping to release a Build 14 FINAL properly officially and externally by the end of the year.
Please consider adapting that one to Maelstrom as well.
Then once that is done, my thinking would be to declare our next project Build 15 (possibly with a new name altogether, because "New Horizons" was the one for 14).
This would be a good time to drop support for the old Storm 2 version altogether; and, for example, make Maelstrom the official main branch for future developments.
I think the name New Horizons is quite recognizable. It's a very good brand and it's beautiful. I would suggest not to change it.
With version control we have a lot of flexibility. It does make sense to stop development in Storm 2. However, if people are interested we can keep the parallel development in Storm 2.8 and Maelstrom.