• New Horizons on Maelstrom
    Maelstrom New Horizons


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  1. C

    Dialog Affliction, Memory Leaks

    ...and....New Horizons
  2. C

    Dialog Affliction, Memory Leaks

    Decided to rework another thing I found annoying. When a character is forced to jump down (e.g. in New Horizons, run/walk off the edge of a dock), if the control for "run" is constantly depressed while doing so, upon landing the character is "stuck" and the only way to resume is to briefly...
  3. C

    Dialog Affliction, Memory Leaks

    ...and much more. Bugs, bugs, bugs. Bad texture map points, save-crashes, memory leaks, bad pointer dereferencing crashes, array index out-of-bounds crashes, mast-fall crashes, waterring crashes, etc. How was this even saleable? Anyway, after poring over PIX output, for days, I have finally...
  4. C

    Need Help game resolution

    No, this is not something I've seen before because I have no such monitor. While in our version of the engine, I have incorporated support for different video adapters/monitors, other than the Windows default like the old game, this screen object-click anomaly is not something that has been...
  5. C

    Need Help Tavern_2 from New Horizons

    So, does fly_ball alias in Ball_FlyNearCamera play in NH? If so, I see it calls Play3DSound and that message is slightly different: SendMessage(Sound,"lsllllllfff",MSG_SOUND_PLAY, name, SOUND_WAV_3D, VOLUME_FX, false, false, false, 0, x, y, z); The static sounds are played...
  6. C

    Need Help Tavern_2 from New Horizons

    Ha! My mistake on the fountain...I was looking at POTC alias when I was attempting to figure some theories as to why it didn't work. I do see it in NH. Either the source changed to correct something I am unaware of, or it still might be the "virtualizing" of the sound because of the low...
  7. C

    Need Help Tavern_2 from New Horizons

    Well, fountain makes sense to have no sound, because there does not appear to be a fountain alias defined in the NH sound_alias.ini file. As for fireplace, if the locator name is correct, there is an alias for that, so I suspect, looking at the numbers, that the distances and volume might be...
  8. C

    Need Help Tavern_2 from New Horizons

    Frankly, if I might add...I think it's a terrible idea to use a while condition based on the continually truncated string within the loop, unless absolutely necessary. In this case, it would have been much smarter to simply conform to the original naming convention that the locator names for...
  9. C

    Need Help Tavern_2 from New Horizons

    I've not verified it is working/not working in NH, but based on the claim made here that it does not seem to be, it might be the isDigit function is not working as intended? Or perhaps within the while loop, the strLen is not actually adjusting the length simultaneously within script, like...
  10. C

    Need Help Tavern_2 from New Horizons

    Correct. I just compared the original POTC code to NH and it was correct in POTC, was altered in NH, which negated this feature for NH.
  11. C

    Need Help finish 2 edits of the interface

    Doing as described, this is what I get:
  12. C

    Need Help finish 2 edits of the interface

    Sorry, missed this back when posted... To answer: In your attached files, I see you are using str3 for the money, in pRef2.str3 = Money$$$$ To change the color of that line, edit INI\INTERFACE\character_all.ini [CHARACTERS_SCROLL] dwForeColor3 = 255,255,255,255 For Yellow/Gold example...
  13. C

    Need Help World map music

    worldmap.c::wdmCreateWorldMap() calls SetSchemeForMap(); SetSchemeForMap () sets music alias, found in the the INI\alias\music_alias.ini: SetMusic("music_map");
  14. C

    Need Help Hide officers

    Yes, that is similar to what I saw in QuestBook.c. Also, I am not convinced you need to copy cargo, either. Almost everywhere in the scripts I've seen, if .ship.type equals SHIP_NOTUSED, it will not display or compute any ship attributes. An example is in CharacterUtilite.c, SetBaseShipData...
  15. C

    Need Help Hide officers

    I don't think you need to use 3 characters, two will suffice (pchar and a copy). For the ship, I think it might be simpler to just set a temporary attribute to the 'real ship' index, then set .type to not used, like this: pchar.ship.keepshiptype = pchar.ship.type; pchar.ship.type =...
  16. C

    Need Help Hide officers

    Look at the function void selectJournal() in INTERFACE\QuestBook.c. All of the quests (open and complete), are stored in pchar.QuestInfo. The function shows how to get the number of attributes, their names, and copy them. You will need to create another object (like a dummy character), and...
  17. C

    Need Help Walk on the ship

    Well that is good news. I did not know about that file and now that I look at it, they even give notes about what locator names belong to each ship. That is handy. They handle with a similar approach where if chr_ai.tmpl == LAI_TMPL_GOTO in CharacterUpdate, they call LAI_TYPE_LSCout_Goto and...
  18. C

    Need Help Walk on the ship

    I assume on the deck? The problem is that typical characters will randomly choose a "goto" locator from the model location where they are loaded, from all available in the model file, and there are probably 100 of those in LSC model and that will be something like goto1 - goto100. So, make a...
  19. C

    Guide Make movie dead man in location

    I wonder if the following would work, after generating and setting lay condition and allowing a dead search and also keep the character from disappearing after death timeout? chr.SaveItemsForDead = true; chr.DontClearDead = true; LAi_CheckKillCharacter(chr); Yes, I think the dead animation...
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