• New Horizons on Maelstrom
    Maelstrom New Horizons


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    New Horizons on JLB Maelstrom 2.8.2 engine

    Yes, the 'Give Command' is superfluous, since it no longer functions and this new, up/down interface navigation replaces that feature. My concern with leaving the companions horizontal is that it is now difficult to discern whom is receiving the command, but if you prefer to leave them that...
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    Need Help Changing Textures of Model

    Correct, a portion of the header defines size in bytes of the entire catalog of string names. Also correct. When the strings are read in, the entire size-of-bytes we already discussed, is read into one, continuous character array. When texture portions are read in, the 'name' is actually...
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    New Horizons on JLB Maelstrom 2.8.2 engine

    Eh...I went ahead and experimented on my own, prior to your post. There is a slight quirk, in that the design builds the actions left-to-right, with no feature to reverse the order for leftmost placement in our scenario. Perhaps I can alter and add an attribute to reverse order, but that...
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    New Horizons on JLB Maelstrom 2.8.2 engine

    I'd like to experiment with what you've done here. To save me some time, since you've already done the trial/error positioning values, can you post those setting you used so I can copy?
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    New Horizons on JLB Maelstrom 2.8.2 engine

    Yep, that's it. I simply added the up/down controls to init_pc.c (2 lines of script code), nothing else, and even with the icons scrolled out horizontally, the commands you are looking for show up with a press of up/down. You just can't tell which companion ship it applies with them lined out...
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    New Horizons on JLB Maelstrom 2.8.2 engine

    After reviewing your screenshots, the ineffect of 'Give Order,' in the new engine to provide similarly, while the COAS feature for similar action does work, but in a different way, with either a down/up movement along the 'shipsign' icons of your companions, it seems clear to me that the older...
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    New Horizons on JLB Maelstrom 2.8.2 engine

    I made the position change you offered. I also changed the 'Give Orders' icon to the flag. This testing was also good, because during a game load, I occasionally got an obscure bug in a class deconstructor I had never seen before, that caused a CTD. I fixed that and a new engine and script...
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    New Horizons on JLB Maelstrom 2.8.2 engine

    Hey, where ya been? It's been out for a couple years now :) Not only was it recompiled successfully from the original source, but it's also been upgraded to use DirectX 9 as well. I also have a 64 bit version, that screams, performance-wise, but that remains just for my special friends at the...
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    New Horizons on JLB Maelstrom 2.8.2 engine

    Yes, the flag issue is this: The modification I made, allows one to specify in the code, a rigging.ini 'segment' name, where one can specify a different texture name for an arbitrary 'segment', and other flag settings, and add that segment name in the script code for a discrete and different...
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    Mod Release AoP:CT - Historical Immersion Mod v5.0

    It's because the characters have no energy and nowhere in the code does it get set for those particular encounters. Go to my MEGA CTSupermod link I've given you and get Update.zip. It contains a couple more of the missing transition textures (they apparently used some POTC ones, which I have...
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    Mod Release AoP:CT - Historical Immersion Mod v5.0

    Yes, the alias has music_jungle defined. When you first step outside town, that first location is type "land", and a "shore" location type use it. But outside, the further locations, in the other various outside locations, they are defined as type "jungle" and those do not have a case defined...
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    Need Help I can not supply the texture of 2048x2048 to ship_icons2

    You can't find the x and y size setting for the ship icons, because they don't exist. It is a flaw in the system. The settings you see for the CommandTextures are used for the 'sail to' icons that use ship_icons1.tga, and as you have already found, there are settings to indicate how many...
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    Mod Release AoP:CT - Historical Immersion Mod v5.0

    Good. So far, that looks like it should, according to what I can see in the scripts and sound .ini. The footstep sounds for run_ground were missing, as were the warrior sounds, which are the voice sound bites and I was wondering if your sound/stutter issue that cropped up for you were so many...
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    Mod Release AoP:CT - Historical Immersion Mod v5.0

    In addition, I did some testing and found that this type of crash only occurs when running fullscreen mode, in a screen resolution set where the X and Y settings are not supported by your system; this does not appear to happen in windowed mode with any setting I tried. This causes the call to...
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    Mod Release AoP:CT - Historical Immersion Mod v5.0

    While I don't experience this with the stock sound card, I wonder if some of it is due to this CT derivative is still missing stuff/has misdefined stuff. Just looking into your sound issue, I have found: sound aliases not defined, missing sound files, missing loading textures, models specified...
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    New Horizons on JLB Maelstrom 2.8.2 engine

    Never mind. I figured it out: one for the action icon pop-up, then the others for various, yet discrete logs that display in various portions of the screen. This also explains why the alternate, hex-edited versions, because that is not possible...well, it wasn't until now. Now that I see...
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