• New Horizons on Maelstrom
    Maelstrom New Horizons


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  1. C

    New Horizons on JLB Maelstrom 2.8.2 engine

    Sure. If you can remember what you were doing during those crashes, that might help too. The most typical reason for NH crashes with the newer engine is SendMessage calls where the expected parameters have changed. Unfortunately, there is also no log error for those particular errors, but if...
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    New Horizons on JLB Maelstrom 2.8.2 engine

    OK, I lied. This will do it: In ChangeScroll, within the two 'for' loops for visible and invisible goods, add, just before the variable idx increment at the end of those two goods loops: SendMessage(&GameInterface,"lsl",MSG_INTERFACE_SCROLL_CHANGE,"GOODSLIST",i); idx++; Make sure the other...
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    New Horizons on JLB Maelstrom 2.8.2 engine

    I didn't really spend much time debugging, as I'm not really inclined to debug much NH script stuff if it is not related to a deficiency/problem in the engine; in this case it seems more likely a a script problem, given it works fine without that reset. I think it might also have to do with the...
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    New Horizons on JLB Maelstrom 2.8.2 engine

    Well, if you ask me, that is a flaw in the script that needs to be reworked. That scroll works perfectly fine, without the message that is sending 'scroll change' with a -1 index, which will cause the whole list to refresh. In INTERFACE\transfer_goods.c, function ChangeScroll(), comment out...
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    New Horizons on JLB Maelstrom 2.8.2 engine

    Ah, I found something for you about worldmap release of events/encounters that is also relevant. In COAS wdmReloadToSea() and Map_ReleaseQuestEncounter, the following line kicks of the logic within the engine to review liveTime <= 0 and the needDelete attribute of the various elements roaming...
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    New Horizons on JLB Maelstrom 2.8.2 engine

    In worldmap encounters, it looks like an attribute is precisely how they deal with opting out of encounters from worldmap. worldmap_events.c::wdmEvent_ShipEncounter sets pchar.eshipindex and calls LaunchMapScreen() Interface\map.c, on cancel, sets pchar.SkipEshipIndex = pchar.eshipIndex; Then...
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    New Horizons on JLB Maelstrom 2.8.2 engine

    That is the same problem as that quest character screen. The path to the .ini file no longer needs RESOURCE\INI\ and you can remove that portion of it. Looks like I missed several of those. The one in question for your specific error is in boal_map.c. Change to: if(bAnimation &&...
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    Included in Build Improved Moon

    Ha! Another good find. I took a moment to check where that comes from and see that the SetWindowSize event gets sent the width and height, which through another call, will set those showWindow.width/.height attributes. That event is kicked off in the engine, found the source for it, and sure...
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    New Horizons on JLB Maelstrom 2.8.2 engine

    Though I've not looked into the detail, I suspect that the early versions had the storm abatement time (in worldmap) coded into the engine -- arbitrary and inflexible, whereas later version probably allows for the programs scripts to make that determination/handling. I suspect if you continue...
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    Included in Build Improved Moon

    Unbeknownst to most, there is a way to determine the screen resolution being used in a program script, in 2.8: float screen_x = stf(Render.screen_x); float screen_y = stf(Render.screen_y); I did not add that, it was a feature that already existed, though was not actually used in a program...
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    Mod Release Character Model - Ciri from Witcher 3

    During collision checking, the vertices read in from the model, are iterated in their memory space (which is dynamically sized) and copied to an array for manipulation, but that array size is not dynamic, but hardcoded to a max size that is inadequate for the model in question. So a couple...
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    Mod Release Character Model - Ciri from Witcher 3

    Great news, I got it! That original model now works in my version.
  13. C

    Mod Release Character Model - Ciri from Witcher 3

    Wow, the original is stunning! Comparing to your working screenshots, I can see the additional detail that was provided in the higher res version you gave me. The bad news, is yes, I get a crash in the new engine. The good news, is that I've isolated to some matrix calculations during...
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    Mod Release Character Model - Ciri from Witcher 3

    I am very curious about this. Any chance I can get one of the large ones to run/experiment in debug mode to see if I can determine the cause?
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    Fixed Error from 'iclamp' returning float result

    Yep. Seen this same type of problem. The internal compiler is not strongly typed and can sometimes return unexpected results. There was a similar bug in COAS code where a case statement returned a wrong answer, when multiplying one of the 'int' parameters by one, where the passed 'int' was...
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    New Horizons on JLB Maelstrom 2.8.2 engine

    The colonies screen was a problem in Tradebook.c. I fixed that. The particle XML format file read is in fact already built into the game (I added a start.ini value to indicate use the XML particles), and I actually have already output all the existing .xps files as .xml. I haven't offered the...
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    New Horizons on JLB Maelstrom 2.8.2 engine

    I have addressed a few things here: I added support for an option to revert your last command, upon escape, back to the main character, if desired as a default. I added support to highlight the currently active ship the commands correspond to. I removed the 'Give Order' since it no longer...
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    Need Help Changing Textures of Model

    I suppose so. I will add though, to my knowledge, the thing already works, 95 plus percent. To this point, there seems to be some quibbling over some slight interface changes, that I would say were predictable, some placement issues (like the current gun charge icon in battle interface) that...
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    New Horizons on JLB Maelstrom 2.8.2 engine

    Oh, I found that. The settings from the original are too far to the right and thus don't display. In BattleInterface.c, change, for 'not bRealBattleInterface' else condition: BattleInterface.navigation.chargePos = RecalculateHIcon(160)+","+RecalculateVIcon(174); to...
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