• New Horizons on Maelstrom
    Maelstrom New Horizons


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Pre Build 13 Modpack

<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" /> Thank you Captain Hawk. I got it.
 
Hi Pieter,

I'm using an older version of the modpack (July or August maybe) which I've updated with all the appropriate updates. There hasn't been a problem up until this latest update. I'm not using the "ship to ship transfer" in the F2 interface (I've been generally avoiding that one since the other problems there), I'm sailing up to my other vessel and selecting the "transfer goods" tab. i.e. swapping ships the original way. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/dunno.gif" style="vertical-align:middle" emoid=":shrug" border="0" alt="dunno.gif" />

Cheers <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" />
 
<img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/hi.gif" style="vertical-align:middle" emoid=":gday" border="0" alt="hi.gif" /> Matey

I've played the with the last modpack a lot of time, I've incontered just few problem, here there are:

1) A little bit more frequent game crash during fighting (with corpsmode=1), compare with the old version of the modPack.

2) Left and right strafe configure Keys are lost in the keys option (A and D are reserved and can use to other purposes).

BTW, I disable Surrend on sea and all ramsom=0 problem are expired.

I like to continue keep update an old version of the modpack (dated 18/7/05), so I very pleased if someone (please Nathan) can say where I have to put the fix: - Attempted fix at encountering empty decks on boardings (by Nathan).

Thank you very much for you works, bye,
giuliootto
 
Think the ammunition mod needs an edit at Oxbay to prevent you purchasing ammunition and powder there until Oxbay is liberated. Tested the mod and found I could buy both, but cannot buy wheat and rum as the French confiscated the goods. Would be the same for ammunition, powder etc., I would think.
 
<!--QuoteBegin-giuliootto+Sep 22 2005, 11:04 PM--><div class='quotetop'>QUOTE(giuliootto @ Sep 22 2005, 11:04 PM)</div><div class='quotemain'><!--QuoteEBegin-->2) Left and right strafe configure Keys are lost  in the keys option (A and D are reserved and can use to other purposes).
<div align="right">[snapback]131049[/snapback]</div><!--QuoteEnd--></div><!--QuoteEEnd-->Do you mean the Sidestep Left and Sidestep Right are not in the options menu? I just checked it out in my own game and these options are there. So I don't know what you mean by this. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />

<!--QuoteBegin-giuliootto+Sep 22 2005, 11:04 PM--><div class='quotetop'>QUOTE(giuliootto @ Sep 22 2005, 11:04 PM)</div><div class='quotemain'><!--QuoteEBegin-->BTW, I disable Surrend on sea and all ramsom=0 problem are expired.
<div align="right">[snapback]131049[/snapback]</div><!--QuoteEnd--></div><!--QuoteEEnd-->
So turning off surrendering at sea will also fix the ransom=0 bug? In that case we know where the bug is being caused. Somehow the surrendering messes up the ransom. Why? I don't know. I hope someone else will find out. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/piratesing.gif" style="vertical-align:middle" emoid=":shock" border="0" alt="piratesing.gif" />

<!--QuoteBegin-giuliootto+Sep 22 2005, 11:04 PM--><div class='quotetop'>QUOTE(giuliootto @ Sep 22 2005, 11:04 PM)</div><div class='quotemain'><!--QuoteEBegin-->I like to continue keep update an old version of the modpack (dated 18/7/05), so I very pleased if someone (please Nathan) can say where I have to put the fix: - Attempted fix at encountering empty decks on boardings (by Nathan).
<div align="right">[snapback]131049[/snapback]</div><!--QuoteEnd--></div><!--QuoteEEnd-->
That fix is in the most recent update, so if you update your game to the most recent update, that fix should be in there. If you want to put that fix into an older modpack release, have a look at the InternalSettings.h file and especially the AIShip.c file. I hope this'll help you. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/me.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="me.gif" />
 
<!--QuoteBegin-Pieter Boelen+Sep 24 2005, 05:19 AM--><div class='quotetop'>QUOTE(Pieter Boelen @ Sep 24 2005, 05:19 AM)</div><div class='quotemain'><!--QuoteEBegin--><!--QuoteBegin-giuliootto+Sep 22 2005, 11:04 PM--><div class='quotetop'>QUOTE(giuliootto @ Sep 22 2005, 11:04 PM)</div><div class='quotemain'><!--QuoteEBegin-->BTW, I disable Surrend on sea and all ramsom=0 problem are expired.
<div align="right">[snapback]131049[/snapback]</div><!--QuoteEnd--></div><!--QuoteEEnd-->
So turning off surrendering at sea will also fix the ransom=0 bug? In that case we know where the bug is being caused. Somehow the surrendering messes up the ransom. Why? I don't know. I hope someone else will find out. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/piratesing.gif" style="vertical-align:middle" emoid=":shock" border="0" alt="piratesing.gif" />
<div align="right">[snapback]131156[/snapback]</div>
<!--QuoteEnd--></div><!--QuoteEEnd-->
Perhaps it's treating it as if the surrendered ship is just one of your own.
You get a green icon and can exchange cargo and crew.
If that is the case, we might not even be getting the shipmoney for capture!
That would also explain why in newer Post B12 packs, the captured captains are being mixed in with the officers.

Now all we need is someone who can see all that happening in terms of Code, like the guys who sit watching green symbols scroll down the screen and see events in the Matrix.
 
I'm just playing through the game and found two problems.
Not sure if they are linked with the ModPack.

1) When I first arrived at the lighthouse in search of Danielle (when the inventor tells you she ain't here and he hasn't seen her), I found that the related quest book entry has dissapeared. I would still get "Quest Log Updated" messages, but the "active" entries were just a couple of unfinished side quests.

2) When I spoke to Pinto about becoming the captain of his ship, and somehow I pissed him off so he stopped talking to me. A man came up to me and offered me a ship to go to Isla Muelle and kill a man. When I accepted the offer, the game crashed to desktop.

Hopefully these are just on my end.
 
<!--QuoteBegin-KiwisDoFly+Sep 26 2005, 05:18 AM--><div class='quotetop'>QUOTE(KiwisDoFly @ Sep 26 2005, 05:18 AM)</div><div class='quotemain'><!--QuoteEBegin-->1) When I first arrived at the lighthouse in search of Danielle (when the inventor tells you she ain't here and he hasn't seen her), I found that the related quest book entry has dissapeared. I would still get "Quest Log Updated" messages, but the "active" entries were just a couple of unfinished side quests.
<div align="right">[snapback]131297[/snapback]</div><!--QuoteEnd--></div><!--QuoteEEnd-->
Maybe the questbook entry was added to an already closed quest header? That once happened to me in Build 12. Found it quite weird. Don't know what to do about it. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/sad.gif" style="vertical-align:middle" emoid=":(" border="0" alt="sad.gif" />

<!--QuoteBegin-KiwisDoFly+Sep 26 2005, 05:18 AM--><div class='quotetop'>QUOTE(KiwisDoFly @ Sep 26 2005, 05:18 AM)</div><div class='quotemain'><!--QuoteEBegin-->2) When I spoke to Pinto about becoming the captain of his ship, and somehow I pissed him off so he stopped talking to me. A man came up to me and offered me a ship to go to Isla Muelle and kill a man. When I accepted the offer, the game crashed to desktop.
<div align="right">[snapback]131297[/snapback]</div><!--QuoteEnd--></div><!--QuoteEEnd-->
I've had that happen to me as well. It's a bug that is already in Build 12. I suppose no-one has bothered fixing it, because usually everyone will take Pinto's ship. And I don't know how to fix it either! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/piratesing.gif" style="vertical-align:middle" emoid=":shock" border="0" alt="piratesing.gif" />
 
<!--QuoteBegin-Pieter Boelen+Sep 26 2005, 11:33 AM--><div class='quotetop'>QUOTE(Pieter Boelen @ Sep 26 2005, 11:33 AM)</div><div class='quotemain'><!--QuoteEBegin--><!--QuoteBegin-KiwisDoFly+Sep 26 2005, 05:18 AM--><div class='quotetop'>QUOTE(KiwisDoFly @ Sep 26 2005, 05:18 AM)</div><div class='quotemain'><!--QuoteEBegin-->1) When I first arrived at the lighthouse in search of Danielle (when the inventor tells you she ain't here and he hasn't seen her), I found that the related quest book entry has dissapeared. I would still get "Quest Log Updated" messages, but the "active" entries were just a couple of unfinished side quests.
<div align="right">[snapback]131297[/snapback]</div><!--QuoteEnd--></div><!--QuoteEEnd-->
Maybe the questbook entry was added to an already closed quest header? That once happened to me in Build 12. Found it quite weird. Don't know what to do about it. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/sad.gif" style="vertical-align:middle" emoid=":(" border="0" alt="sad.gif" />
<!--QuoteEnd--></div><!--QuoteEEnd-->

I will have look at it, when I reach this quest. Don't know, what quest it is exactly now (Questheader).

But at the moment I'm stuck with a problem in the French pirate in the Tavern quest: In Oxbay Canyon, there are placed some vags. If all soldiers get killed, before the vags are killed, Claire starts the dialogue for the next step of the quest. But because the vags attack, the dialogue exits and the quest is broken.

Maybe there's a possibility not to generate those guys, when the game is at that point?
 
That should be possible, yes. There is a vice city skip option just for that purpose. I don't know how to enable it though. Does anyone else know how to? <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/rolleyes.gif" style="vertical-align:middle" emoid=":rolleyes:" border="0" alt="rolleyes.gif" />
 
<!--QuoteBegin-Pieter Boelen+Sep 27 2005, 05:48 PM--><div class='quotetop'>QUOTE(Pieter Boelen @ Sep 27 2005, 05:48 PM)</div><div class='quotemain'><!--QuoteEBegin-->That should be possible, yes. There is a vice city skip option just for that purpose. I don't know how to enable it though. Does anyone else know how to? <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/rolleyes.gif" style="vertical-align:middle" emoid=":rolleyes:" border="0" alt="rolleyes.gif" />
<div align="right">[snapback]131372[/snapback]</div><!--QuoteEnd--></div><!--QuoteEEnd-->

I did some changes in quests_reaction.c <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/type_1.gif" style="vertical-align:middle" emoid=":nk" border="0" alt="type_1.gif" /> <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/whistling.gif" style="vertical-align:middle" emoid=":wp" border="0" alt="whistling.gif" />

In <i>QuestComplete()</i>:

<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->case "to_oxbay_mines_with_larrouse_complete":
   // that disables the generating of vags
   locations[FindLocation("Oxbay_canyon")].vcskip = true;
   ...
break;
...
case "remove_faked_officers":
   // and that reenables it again,
   // but I'm not sure if it's the right place
   DeleteAttribute(&Locations[FindLocation("Oxbay_canyon")],"vcskip");
   ...
   // This generates runtime errors, but I don't know what
   // it's good for (I lost one of my temp officers during quest).
   // Error is: Missed array index - because characters don't exist
   characters(GetCharacterIndex("Blaze_Crewmember_01")).dialog.currentnode = "first time";
   characters(GetCharacterIndex("Blaze_Crewmember_02")).dialog.currentnode = "first time";
   characters(GetCharacterIndex("Blaze_Crewmember_03")).dialog.currentnode = "first time";
   ChangeCharacterAddress(characterFromID("quest_pirate_01"), "none", "");
   ChangeCharacterAddress(characterFromID("quest_smuggler_01"), "none", "");
   characters(GetCharacterIndex("quest_smuggler_01")).dialog.filename = "quest_smuggler_01_dialog.c";
   characters(GetCharacterIndex("quest_smuggler_01")).dialog.currentnode = "First time";
   characters(GetCharacterIndex("quest_pirate_01")).dialog.filename = "quest_pirate_01_dialog.c";
   characters(GetCharacterIndex("quest_pirate_01")).dialog.currentnode = "First time";
break;

// The same runtime errors here:
case "to_oxbay_mines_with_larrouse_3_complete":
   ...
   ChangeCharacterAddress(characterFromID("quest_pirate_01"), "Oxbay_canyon", "goto24");
   ChangeCharacterAddress(characterFromID("quest_smuggler_01"), "Oxbay_canyon", "goto28");
   ChangeCharacterAddress(characterFromID("Clair Larrouse"), "Oxbay_canyon", "goto26");
   characters(GetCharacterIndex("quest_pirate_01")).dialog.filename = "quest_pirate_01_dialog.c";
   characters(GetCharacterIndex("quest_pirate_01")).dialog.currentnode = "mines";
   characters(GetCharacterIndex("quest_smuggler_01")).dialog.filename = "quest_pirate_01_dialog.c";
   characters(GetCharacterIndex("quest_smuggler_01")).dialog.currentnode = "mines";
   characters[GetCharacterIndex("Blaze_Crewmember_01").dialog.filename = "quest_pirate_01_dialog.c";
   characters(GetCharacterIndex("Blaze_Crewmember_01")).dialog.currentnode = "mines";
   characters[GetCharacterIndex("Blaze_Crewmember_02").dialog.filename = "quest_pirate_01_dialog.c";
   characters(GetCharacterIndex("Blaze_Crewmember_02")).dialog.currentnode = "mines";
   characters[GetCharacterIndex("Blaze_Crewmember_03").dialog.filename = "quest_pirate_01_dialog.c";
   characters(GetCharacterIndex("Blaze_Crewmember_03")).dialog.currentnode = "mines";
   ...
break;<!--c2--></div><!--ec2-->

I also corrected three syntax errors in the file (I just commented them out and added a correct line). The changes are on the public ftp in a folder "Swindler".

Maybe someone else can also have a look on it...
 
I'll put it into the upcoming modpack release. Then we'll find out soon enough if it works. Thanks for helping in the fixing! <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: I'm a bit busy this week. Next modpack release probably coming this weekend, but not earlier. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/sad.gif" style="vertical-align:middle" emoid=":(" border="0" alt="sad.gif" />
 
<!--QuoteBegin-Pieter Boelen+Sep 24 2005, 10:19 AM--><div class='quotetop'>QUOTE(Pieter Boelen @ Sep 24 2005, 10:19 AM)</div><div class='quotemain'><!--QuoteEBegin--><!--QuoteBegin-giuliootto+Sep 22 2005, 11:04 PM--><div class='quotetop'>QUOTE(giuliootto @ Sep 22 2005, 11:04 PM)</div><div class='quotemain'><!--QuoteEBegin-->2) Left and right strafe configure Keys are lost  in the keys option (A and D are reserved and can use to other purposes).
<div align="right">[snapback]131049[/snapback]</div><!--QuoteEnd--></div><!--QuoteEEnd-->Do you mean the Sidestep Left and Sidestep Right are not in the options menu? I just checked it out in my own game and these options are there. So I don't know what you mean by this. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />

<!--QuoteBegin-giuliootto+Sep 22 2005, 11:04 PM--><div class='quotetop'>QUOTE(giuliootto @ Sep 22 2005, 11:04 PM)</div><div class='quotemain'><!--QuoteEBegin-->BTW, I disable Surrend on sea and all ramsom=0 problem are expired.
<div align="right">[snapback]131049[/snapback]</div><!--QuoteEnd--></div><!--QuoteEEnd-->
So turning off surrendering at sea will also fix the ransom=0 bug? In that case we know where the bug is being caused. Somehow the surrendering messes up the ransom. Why? I don't know. I hope someone else will find out. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/piratesing.gif" style="vertical-align:middle" emoid=":shock" border="0" alt="piratesing.gif" />

<!--QuoteBegin-giuliootto+Sep 22 2005, 11:04 PM--><div class='quotetop'>QUOTE(giuliootto @ Sep 22 2005, 11:04 PM)</div><div class='quotemain'><!--QuoteEBegin-->I like to continue keep update an old version of the modpack (dated 18/7/05), so I very pleased if someone (please Nathan) can say where I have to put the fix: - Attempted fix at encountering empty decks on boardings (by Nathan).
<div align="right">[snapback]131049[/snapback]</div><!--QuoteEnd--></div><!--QuoteEEnd-->
That fix is in the most recent update, so if you update your game to the most recent update, that fix should be in there. If you want to put that fix into an older modpack release, have a look at the InternalSettings.h file and especially the AIShip.c file. I hope this'll help you. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/me.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="me.gif" />
<div align="right">[snapback]131156[/snapback]</div>
<!--QuoteEnd--></div><!--QuoteEEnd-->
<img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/hi.gif" style="vertical-align:middle" emoid=":gday" border="0" alt="hi.gif" /> Pieter,

I've just installed the last Post_build12 pack (97MB) and I notice this:

In the option menu I can see the same configured keys that I set with the older version of this modpack (dated 18/07/05) and I can see also the "Sidestep Left" and "Sidestep Right" keys. but in game the associated key didn't works.

If I reset to Default Key then I loose the "Sidestep Left" and "Sidestep Right" option keys.

Just another little bug; in the option menu the label about the new interface color are all blank.

PS.
I try to find out the fix at encountering empty decks on boardings in the AIShip.c but i wasn't able to find it. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/dunno.gif" style="vertical-align:middle" emoid=":shrug" border="0" alt="dunno.gif" /> , I hope someone can send me more information about this fix (I want to put that fix into an older modpack release).

<img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/keith.gif" style="vertical-align:middle" emoid=":keith" border="0" alt="keith.gif" /> Bye,bye,
Giuliootto
 
<!--QuoteBegin-giuliootto+Sep 28 2005, 10:30 PM--><div class='quotetop'>QUOTE(giuliootto @ Sep 28 2005, 10:30 PM)</div><div class='quotemain'><!--QuoteEBegin-->I try to find out the fix at encountering empty decks on boardings in the AIShip.c but i wasn't able to find it. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/dunno.gif" style="vertical-align:middle" emoid=":shrug" border="0" alt="dunno.gif" /> , I hope someone can send me more information about this fix (I want to put that fix into an older modpack release).
<div align="right">[snapback]131462[/snapback]</div><!--QuoteEnd--></div><!--QuoteEEnd-->
If you get the program "WinMerge", you can let it make a comparision between the two files and find the differences. I reckon it should be quite easy then to move the fix over to an earlier version. You could also try to just copy the new AIShip.c into the old modpack version and see what happens. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />

I don't know why your keys are acting strangely. Make sure you reinit the game, then reset to defaults. For all I know it should work, but I will do some testing when I have time again (this weekend).
 
I have just made a new modpack update available. It was quite a bit of work, but I reckon it should work reasonably well now. Please reset the controls to default and start a new game. You could try loading a saved game, but I'm not sure it will work.
I am now working on the compatibility with the new islands mod, so that will be coming later. I will also post what has been changed here later.
 
And I have now also added the new islands compatibility to my page. If you're using the new islands, please first install the modpack update, then the new islands update.
 
I promised I'd post this later, so here goes:

<i><b>Changes in the new modpack update:</b></i>
- Improved pirate flag (now WITH skull and crossbones) by Petros! <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" />
- Archipelago Map interface screen improved and current date and time added (by Maximus)
- Lots of translation code added, so that the modpack will work in Russian as well (by Maximus)
<span style='color:red'>Warning</span>: This might have caused some bugs in the on-screen logs. Please check it. I have already found and fixed one of these bugs, but there might be more left.
- Sidestep bug fixed (by Maximus). You guys were right: There <i>was</i> something wrong there.
- Apothecary can increase officer's HP as well (by Swindler)
- Attempted fixes for QuickSave and ship transfer (by Maximus). The quicksave seems to work. I haven't tested the ship transfer yet.
- Fixes to quest_reaction.c (by Swindler)
- Realistic Waves mod added (by KiwisDoFly). Can be toggled on/off in BuildSettings.h
- Small thing changed in ships_init.c that might have been causing trouble (by me). Not sure if I actually fixed it or caused trouble instead. It said "cp = "": bp = "";", but I thought it should say "cp = ""; bp = "";" with a ";" in between. Hope this works... <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />

Known bug:
If you set the language to Russian, lots of dialogs won't work. So I'd recommend just playing on English until the Russian part of the game works properly. <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" />

I reckon that is about it. Hope everything works fine.
 
<!--QuoteBegin-Pieter Boelen+Oct 2 2005, 02:49 PM--><div class='quotetop'>QUOTE(Pieter Boelen @ Oct 2 2005, 02:49 PM)</div><div class='quotemain'><!--QuoteEBegin-->I promised I'd post this later, so here goes:

<i><b>Changes in the new modpack update:</b></i>
- Improved pirate flag (now WITH skull and crossbones) by Petros! <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" />
- Archipelago Map interface screen improved and current date and time added (by Maximus)
- Lots of translation code added, so that the modpack will work in Russian as well (by Maximus)
<span style='color:red'>Warning</span>: This might have caused some bugs in the on-screen logs. Please check it. I have already found and fixed one of these bugs, but there might be more left.
- Sidestep bug fixed (by Maximus). You guys were right: There <i>was</i> something wrong there.
- Apothecary can increase officer's HP as well (by Swindler)
- Attempted fixes for QuickSave and ship transfer (by Maximus). The quicksave seems to work. I haven't tested the ship transfer yet.
- Fixes to quest_reaction.c (by Swindler)
- Realistic Waves mod added (by KiwisDoFly). Can be toggled on/off in BuildSettings.h
- Small thing changed in ships_init.c that might have been causing trouble (by me). Not sure if I actually fixed it or caused trouble instead. It said "cp = "": bp = "";", but I thought it should say "cp = ""; bp = "";" with a ";" in between. Hope this works... <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />

Known bug:
If you set the language to Russian, lots of dialogs won't work. So I'd recommend just playing on English until the Russian part of the game works properly. <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" />

I reckon that is about it. Hope everything works fine.
<div align="right">[snapback]131663[/snapback]</div><!--QuoteEnd--></div><!--QuoteEEnd-->
<img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/hi.gif" style="vertical-align:middle" emoid=":gday" border="0" alt="hi.gif" /> Dear Pieter,

I'm sorry to say that there is still problem with Sidestep; now the rightstep and leftstep buttons are show in option menu, and they seems to work, but when in game i click to left or right the command isn't released and the right/left movement didn't end. Another think if I try to assing "A" key for sword the key seems already used (but isn't true).

Another think; In the New_Insland_update there is still an older version of the file:
C:\giochi\Pirates of the Caribbean\RESOURCE\INI\TEXTS\ENGLISH\common.ini

<img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/keith.gif" style="vertical-align:middle" emoid=":keith" border="0" alt="keith.gif" /> bye, and Best thanks to all modder for your works,
giuliootto
 
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