• New Horizons on Maelstrom
    Maelstrom New Horizons


    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!

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    Need Help "Excellent map" in COAS

    OK, I checked and that map does not exist in COAS. There is no definition for it as an item, and there is no texture file. So, it was added by a modder.
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    Need Help Bug with camera for ship model

    We're not going to "fix" the model, because we have no need, now with my adjustment. I eliminate work, not create more :)
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    Need Help Bug with camera for ship model

    Correct, but only if played with my version of the engine; it fixes it at the source of the problem, which is the camera positioning that is calculated from the ship's bounding box. This box is calced from the base model of the ship, so that's why splitting the mast tops off, works, because...
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    Need Help Bug with camera for ship model

    Unfortunately, this required a change to the source code and recompile of the game engine and I don't have any way to work with TEHO; you have to use my engine. Since this does require a fix to the engine, I highly doubt this will ever get resolved for TEHO in the manner I provide; ships with...
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    Mod Release Gentlemen Of Fortune 2.0

    Good, you found the "Sea Perspective" scrollbar in the options screen, then? That will allow you to adjust that for when you are at sea.
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    Engine Limitation List of Known Bugs that Cannot be Fixed

    Found this thread, and decided to fix another (after fixing the "High Camera" bug in Need Help - Bug with camera for ship model) -- namely, the sail state sea load. Graphical Anomalies: Engine Limitation - Graphical Anomalies | PiratesAhoy! This is not an engine limitation, per se, as PA...
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    Need Help Bug with camera for ship model

    Ha! Not a problem anymore! Now that the topic has piqued my awareness, I just went and added code to the engine so that this never happens. No need to modify models anymore by simply setting a camera attribute for limiting that default height. So, if the ship box becomes large, due to that...
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    Need Help Change the main character without reloading the location.

    Expanded example to show what I'm talking about the teleport: //Test swap with my officer, PSHero_115 int testChar = GetCharacterIndex("PSHero_115"); //Get my officer by id int oldMain = nMainCharacterIndex; int ldLoc = FindLoadedLocation(); SendMessage(&Locations[ldLoc], "l"...
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    Need Help Change the main character without reloading the location.

    This will get you started on the correct path. I tested this and it works, but there is still some work you will have to do with dialog attributes and anything else special the main character in your game might have for attributes that will not exist in the character you swap with: //Test...
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    Need Help Add a scrollbar

    Yes, that is all that is necessary. Add the scrollbar to the screen elements, add the scrollbar properties, position coordinates, and ownedcontrol = [?bind control name?]. Then also add in [?bind control name?], also add: bUseWheel = 1 scrollername = SHIPDATSCROLL To allow a user to hover...
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    Need Help Add a scrollbar

    Contrary. It's trivial. Simply add them to the .ini and they magically work. No coding. Attached is the ship.ini with the scroller for your game added. I made notes to where the changes are, for reference if you want to look in the file: ";Add ship data scroller"
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    Mod Release Gentlemen Of Fortune 2.1.5 mod development

    @Grey Roger Turned out the internal compiler was a bit finicky about the statement: bool isDutchman = (sti(rCharacter.ship.type) == SHIP_CURSEDDUTCHMAN || sti(rCharacter.ship.type) == SHIP_FLYINGDUTCHMAN); Complained of missing ")" and though that is technically correct, I had to remove the...
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    Mod Release Gentlemen Of Fortune 2.1.5 mod development

    Needed a slight change from what I suggested...you need "realship" instead. Make sure seadogs.c has this: #include "NK.c" Attached are two files: NK.c and AIShip.c I put this in console.c, loaded a game in GOF 2.1.5, pressed F4, went to sea and it worked: ref pchar = GetMainCharacter()...
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    Mod Release Gentlemen Of Fortune 2.1.5 mod development

    There is a ship.BaseName, which will contain that string, but it seems simpler and more efficient to just use the ship.type since they are coded with intuitively named constants in ships.h. I would change to this: if(sti(rCharacter.ship.type) == SHIP_CURSEDDUTCHMAN &&...
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    Mod Release Gentlemen Of Fortune 2.1.5 mod development

    A couple things to note: New Horizons ship.type attributes are strings, so findSubStr will actually be looking for "Dutchman" in a ship.type that actually contains some sort string (e.g. "CursedDutchman"). GOF ship.types are actually integers. Though the game script code is malleable in that...
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    Mod Release Gentlemen Of Fortune 2.1.5 mod development

    That DIST_NOSHIP is declared in InternalSettings.h, which as a file, appears to exist in GOF 2.0 file set, but is not actually ever included (#include) in any file. Add #include "InternalSettings.h" to a file like seadogs.c and you should be good.
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    Sea Dogs: To Each His Own (TEHO) Technical Review

    The following contains no subjective commentary, and is an objective review of technical facts. Sea Dogs: To Each His Own offers absolutely no improvements/fixes to the original COAS 2.8 Storm engine, despite any contrary claims. File listing of TEHO: Directory of...
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    Need Help game resolution

    @botaki Turns out, 21:9 isn't the only resolution with that problem. A 16:9 also does. I have 1080x1920 and a right-click on the abilities renders the same problem:
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    Need Help game resolution

    Ha! I just set my display in start.ini to replicate a 21:9 by using 1866 x 800. Then I tested this using my version (dubbed Maelstrom, instead of Storm) and I don't have this problem because quite some time ago, I modified the xinterface code to readjust the character screen elements to resize...
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