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What happened?

Axehel

Landlubber
Storm Modder
<img src="style_emoticons/<#EMO_DIR#>/hi.gif" style="vertical-align:middle" emoid=":gday" border="0" alt="hi.gif" /> lads

Yep I'm back did you miss me? (I bet you didn't lol)

Anyway looking at the forums and noticed a little lost topic, there once was a plan to add new towns (and even modifying the existing ones) with AoP textures and towns.

Anyway was this just a rumor or is this actually being done.



<img src="style_emoticons/<#EMO_DIR#>/par-ty.gif" style="vertical-align:middle" emoid=":cheers" border="0" alt="par-ty.gif" /> I like drinking <img src="style_emoticons/<#EMO_DIR#>/par-ty.gif" style="vertical-align:middle" emoid=":cheers" border="0" alt="par-ty.gif" />
 
Thanks to Maximus, I have two AoP towns added into my PotC game: Tortuga and Pointe a Pitre. These towns work pretty well ingame, but aren't entirely finished. These will not make it into Build 13, but they WILL be added to Build 13.1.
 
ok just wanted to know, cause it was a really good idea (because the towns in AoP are much better than in potc)

Also Pieter not to rush you or anything but any advancement on the building set mod (Going through walls)?

PS: good luck on your exam like thing. lol
 
<!--quoteo(post=151558:date=Jun 19 2006, 08:59 PM:name=Zolo)--><div class='quotetop'>QUOTE(Zolo @ Jun 19 2006, 08:59 PM) [snapback]151558[/snapback]</div><div class='quotemain'><!--quotec-->
Also Pieter not to rush you or anything but any advancement on the building set mod (Going through walls)?
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None at all. I never did do more testing, but the only tests I did do resulted in the game crashing immediately. I might work on this some time later, but I don't consider it a high priority.
 
(Pieter Boelen @ Jun 20, 01:28 PM)
[qoute](Zolo @ Jun 19 2006, 08:59 PM)

Also Pieter not to rush you or anything but any advancement on the building set mod (Going through walls)?

None at all. I never did do more testing, but the only tests I did do resulted in the game crashing immediately. I might work on this some time later, but I don't consider it a high priority.
[/quote]
Yes, I agree, while annoying, the walk through walls crap does not really harm the flow of the game.
 
Well, the 'going through walls' problem is anoying. The problem is that the objects you see don't block your movement, the pathing blockers do. Any object that is positioned on accesibble terain is passable. So the large house at Grand Cayman port, or the walls in Antigua are passable, but the mansion in the new Greenford area is not becouse it is placed above a house wich already was unpassable. Passability is part of the basic area and cannot be modified.

I have also noticed that many new buildings have parts built out of logs (fences for example). These logs seem to be inside-out. The new plants and stone structures added appear to be unrealistic as well. So if there is any work to be done about the building set mod, it should be making the buildings (and plants) more realistic. Makeing them unpassable is impossible, as far as I know.
 
Oh right! And somthing relly must be done with the new towns. They all use existing models. Someone should at least modify them a bit.
 
Nothing is being done about the BuildingSet mod. We are well aware of it's strange effects, but so far we have not managed to do anything about it. I had an idea that might solve some issues: Instead of making the buildings blades and guns on (invisible) characters, you could make the characters look like buildings themselves. I tried once, but had no luck. I have not forgotten, but I'm not going to work on it again any time soon.

I noticed the inside-out logs, yes. That's bothering me as well. I might be able to fix that with a bit of luck. If I can export the 3D models, I can open them in 3DS MAX and flip the normals.

About the new towns:
The St. Martin and Antigua towns use existing town models, but have been made to look different using the BuildingSet mod. Not perfect, but still better than a complete copy-and-paste of an existing town.

I have the AoP versions of Guadeloupe and Tortuga and I will add those to the modpack eventually. I'm planning to add it into the next modpack update, which will hopefully be released this weekend.

Swindler made a retexture of Greenford to look Spanish. This will be used for Santo Domingo. Thomas the Terror has been working on La Havana.

So that's several towns that don't look like the default towns anymore. <img src="style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" />
 
You don't need to make tha characters look like buildings! You could increase their collision range and the range of their interaction. And increase their hp as well! A fortress can't go down just by being hit once with a sword.

I can also tell that the townwall looks stupid. It's Just a soldier manning a cannon in the middle of the large emptyness surounded by a passable wall. You should make it look more like the fence, only made out of stone, then multiple wall sections could be placed one next to the other, to form the wall, Age of Empires style! If you increase the characters collision range and HP, the enemy will have a harder time cutting himself throu, while cannons make short work of them!

I also noticed that the new Greenford area is not wery greenfordish. Maybe that's one that should have been left the way it was. I definetley hate that huge grandfatherclock at the top of a set of stairs, and the passable rooftop at the bottom of the same set of stairs. The mansion also has nothing to do there.
 
To Captain Benedickt: Feel free to improve the BuildingSet models. Nobody else is going to. If you don't like them, you can choose not to use them. And they can easily be removed from the locations.

<!--quoteo(post=160894:date=Sep 9 2006, 10:11 AM:name=Captain Benedickt)--><div class='quotetop'>QUOTE(Captain Benedickt @ Sep 9 2006, 10:11 AM) [snapback]160894[/snapback]</div><div class='quotemain'><!--quotec-->
You don't need to make tha characters look like buildings! You could increase their collision range and the range of their interaction.
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If you know how to do that, please say so. I don't know how to do that.
 
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