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I've managed to add new cannons to the game and they work!

Cap'n Cornish

Landlubber
Greetings mateys I've been a tamperin with the means of blowin ur enemy to flotsam and jetsom, and I've created me a new type of cannon and it works. It be a Carronade, used at short range 36 pdr in size and creates alotta damage, I'm currently working on the larger cousin of this fine weapon the 64 pdr carronade they are mean for sure the victory carried two in her fore castle, the French didn't call them Devil Guns for nothing mateys. Only bug I have come across is I'm unsure which file it is that I adjust to give the 36 pdr's a picture and name them? does anyone now how to do this, because when I add my long nines and long sixes it is purely going to be working on price and remembering them by their price while they are nameless!

Also I want to make a small brig say with a few of these in each side and chasers. If I alter the number of cannons in the ship how does it alter its performance? I want to add a new ship using current ship info and models but how do I do this?

regards,

Captain, Cornish.

P.S.

This may come out as my first mod for all your people when I sort out the bug with your help!
 
Wow, Cap'n Cornish! WTG!!! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/me.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="me.gif" />

I've no clue how to answer this for you, but I just wanted to say this is GREAT! <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" /> Congrats on your first mod! <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" />
 
I need to tweak the stats a little and I've found the file in which you can adjust the speed at which the ammo flies as i always thought that the ammo flied a little too slow, and I've found the file which changes the range at which the ammo operates and so i've tweaked them to represent a more realistic range. I've also changed th ranges on the cannons but i'm going to research into the cannons and find out how far they travel in real life and roughly at what speed.

I believe it has something to do with the interface files or something as the selection for different cannons are buttons therefore if anyone knows how to edit buttons looks then I can do it.

Also if possible I am going to create the new type of cannon for POTC and get it a new pic in the shipyard selection. And if at all possible a new model but I'll look into it. I do require a little help though so if any one fancies just helping me along the way I'll be all to happy!

Thanks for your praze Cat!
 
cap'n cornish, see my reply to your other thread <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/happy.gif" style="vertical-align:middle" emoid="^_^" border="0" alt="happy.gif" /> this is similar but this time you need to add your image to RESOURCETexturesINTERFACEScannons.tga.tx, and the section of pictures.ini you're looking for is <b>[CANNONS]</b> (this time you actually have to edit that file, to add your new coordinates in - it's just to tell the game which part of the image you used to add your new cannon picture). the cannon images are chosen in PROGRAMINTERFACEcannons.c, in the "fillscroll" function, have a look in there...
 
Cool, carronades. Now if only someone could figure out how to mix and match on a ship. 9lb chasers, 18lb cannons on upper deck, 32lb carronades on lower deck. Wishful thinking, probably.
 
Yep apparantly the game engine wont cope with different size and shaped cannons at once on a single ship, unfortunate though.

Kieron thanx for the help i'll try and give it a whirl.
 
well, under each entry in pictures.ini you have the name of the image file, then the dimensions of the entire image. then you have a list of items contained in that image, and the coordinates of each of those (top left corner then bottom right corner: x, y, x, y - so if an item began at pixels 0,0 and finished at pixels 50,50, i would enter the coordinates as 0,0,50,50). you have to tell pictures.ini what coordinates to find your new item at in the image.
 
Hiya Kieron I finally understood what you meant about the picture bit and adjusted the picture files to use the current pictures, only problem is that it has effected other pictures as well, for example in the ship status menu the pictures above the hull stats sails and crew and cannons have gone, and for the crappy badelaire sword in the buying and selling screen, it now appears as an upside down quad barrel pistol. not quite sure why.

Also the pictures of the cannons come up but no number of its bore comes up e.g. im just testing these at the moment as i majorily messed up potc once, im using a 4 pounder cannon and it doesn't show 4lbs at the bottom of the pic so again i still can only guess what they are by the prices. Do you know how to adjust this please?
 
The what eh? my dear man you are talking in double dutch as far as i can understand (lol) as i have no understanding of what you are saying perhaps if you could show me an example of what you mean and show where it lives in what file then i can attempt a modification of it.

regards,

Cap'n Cornish
 
<!--`QuoteBegin-Cap`'n Cornish+--><div class='quotetop'>QUOTE(Cap'n Cornish)</div><div class='quotemain'><!--QuoteEBegin-->The what eh? my dear man you are talking in double dutch as far as i can understand (lol) as i have no understanding of what you are saying perhaps if you could show me an example of what you mean and show where it lives in what file then i can attempt a modification of it.

regards,

Cap'n Cornish[/quote]

The file he's talking about is <span style='color:red'>RESOURCEINITEXTS[your_language]common.ini</span> is ENGLISH, RUSSIAN, etc. The cannons section looks like this:

<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->; Cannon names and types

string = NoneCannons,"No Cannons"

string = Cannon,"Cannon"

string = Culverine,"Long Gun"

string = caliber12,"12pdr"

string = caliber16,"18pdr"

string = caliber24,"24pdr"

string = caliber32,"32pdr"<!--c2--></div><!--ec2-->

As you can see, I've already changed mine a bit. You <i>should</i> only have to add a line for your cannon caliber, something like:

<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->string = caliber44,"44lb"<!--c2--></div><!--ec2-->

I'm still not positive how it all links together, but that's all there is to the <span style='color:red'>common.ini</span> file. Hope that helps! <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" />
 
ah thankeer my sea wallowing matey, if i want to add a new type of cannon does this mean that in the other files for the cannons i could add carronades and then add this too the code in the file u mentioned

Cannon names and types
string = NoneCannons,"No Cannons"
string = Cannon,"Cannon"
string = Culverine,"Long Gun"

string = Carronade, "Carronade"

string = caliber12,"12pdr"
string = caliber16,"18pdr"
string = caliber24,"24pdr"
string = caliber32,"32pdr"

If this will work and if'n ye all wait I can make all load of new cannons for the game and then if someone would like to help me i can release them as a mod. if'n someone has the ability and i get carronades to work i'd like some one to chop the barrel back on the cannon and take the wheels off as the carronade slid back on a trolley sled system.

regards,

Cap'n Cornish
 
As far as I know, that should work, but someone more experienced with the code might point out something that I'm not currently aware of. Make sure you remove the space you've got between the comma and quote, though. IOW, "Carronade, "Carronade"" should be "Carronade,"Carronade". I'm not absolutely sure it matters, but it's always best to mimic the syntax of anything that you <i>know</i> works correctly. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/onya.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="onya.gif" />
 
Thankee kind sir, im now avin a thrash at it and see if'n i can get the cannon mod done for thee build do you think they will take it aboard for thee build?!
 
Glad to hear it! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/onya.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="onya.gif" /> And as long as it's turned in before the deadline (or is at least close to being finished), I don't see why it wouldn't be included.
 
It dont like it enless there be other files I have to change I'll av a did around.

It be a given me this ere error:

Microsoft Visual C++ Runtime Library


Runtime Error!

Program: (location of POTC)

abnormal program termination.





Any ideas mateys?
 
Right okay I've made 4 pounders for potc and they work fine.

Then I made 3,6,8,9 & 18 pounders to go in as well and followed everything the same as before and they dont appear.

The game seem likes its pissing around as it wont bring them up after i reinitialise it wots gone wrong is something i've done or the game cocking around?

If you need to see my files, I'll send them to u so u can tell me wots wrong as it wud be a hefty post if i pasted all the code up here.

regards,

Cap'n Cornish.
 
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