• New Horizons on Maelstrom
    Maelstrom New Horizons


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  1. C

    New Horizons on JLB Maelstrom 2.8.2 engine

    Looking at the error log, I see the sky dir problems, and comparing the code vs. original, I see the extra DeleteAttribute I added. I am not sure what my motivation for that change was, though it may have been something before I added the .useOld feature for the handling of different sky...
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    New Horizons on JLB Maelstrom 2.8.2 engine

    If you are still taking a look, I found something I was unaware of in NH. There are 'buildings' constructed from NPC entities. I was sometimes experiencing strange graphical anomalies while at port and it turned out it was these 'buildings'. After some troubleshooting, I found the problems...
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    Mod Release AoP:CT - Historical Immersion Mod v5.0

    This one is new to me and recently mentioned by you and I'm curious, how do I reproduce this in game? The most common CTDs from the old engine have been eradicated with this newer engine, so I would like to look into this one.
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    New Horizons on JLB Maelstrom 2.8.2 engine

    While looking into the save problem, I noticed a mismatch. Don't know if it contributed to the problem, but here: SetEventHandler("evntSave","SaveGame",1); SaveGame expects 3 pieces of data: void SaveGame() { string savePath = GetEventData(); string saveName = GetEventData(); string...
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    New Horizons on JLB Maelstrom 2.8.2 engine

    I fixed the sail to labels for the battle interface; just some missing code. MEGA NHProgramUpdate.zip Curious about the bad save. That never happens anymore in the COAS derivatives, so might have to investigate if there is something missing in save_load.c I have already exported all the...
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    New Horizons on JLB Maelstrom 2.8.2 engine

    Portrait problem is what I suspected in SetCharacterIconData. Turns out that was a function directly copied from COAS and the path is incorrect for NH. Texture path should have been changed to interfaces\portraits\64. Some research shows that a zero message (number following node name in...
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    New Horizons on JLB Maelstrom 2.8.2 engine

    #1 Typically, the extra backslashes are ignored, so that is not likely the problem for the missing sound file. In Greetings_alias.ini I show: [Gr_Friedrich Corleis] ... name = VOICE\ENGLISH\Dut_m_a_031.wav With that full \ENGLISH as part of the path to the .wav, but in my resource content...
  8. C

    Solved Dutchman Quest Revisions (Test Game Download Included)

    I'm guessing that call to update the ship equipment (replenish cannon balls, etc.), might quash the cannon override you had in the initial char setup. Just copy that characters[qChar].Ship.Cannons.Type = CANNON_TYPE_CANNON_LBS48; line into the else block, after the ShipEquip call.
  9. C

    Solved Dutchman Quest Revisions (Test Game Download Included)

    OK, no need for the save, I just adjusted the ship hp to 10 so I'd sink it with one hit. I figured out both why your double log post and no respawn; NPC_Death is finding your respawned char immediately and noting it is still dead (due to zero chr_ai.hp) so it repeats that part of the process...
  10. C

    Solved Dutchman Quest Revisions (Test Game Download Included)

    I think I'm going to need that save and sink it myself. Your log is showing: Flying Dutchman Killed by Cannonfire Quest ADDED *** Davy Jones login successful That is way too quick...you should have to leave first for the ExitIsland to initiate the Davy Jones rebirth, but it's immediately...
  11. C

    Solved Dutchman Quest Revisions (Test Game Download Included)

    Let's abandon SetBaseShipData in the dutchman. Add these to CharacterUtilite.c: //Borrow COAS void PGG_UpdateShipEquip(ref chr) { if (sti(chr.Ship.Type) == SHIP_NOTUSED) return; ref refTown, chref; string curTown; ProcessHullRepair(chr, 100.0); ProcessSailRepair(chr...
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    Solved Dutchman Quest Revisions (Test Game Download Included)

    I think the problem for the crash is use of SetBaseShipData. It removes the .damages attribute. On first char/ship init, it's probably fine because that attribute gets created by the engine on ship initialization. But, for re-use of the same char/ship, calling SetBaseShipData removes...
  13. C

    Solved Dutchman Quest Revisions (Test Game Download Included)

    Because that is the .id of the island. See Islands_init.c: Islands[n].id = "Guadeloupe";
  14. C

    Solved Dutchman Quest Revisions (Test Game Download Included)

    The crash looks to be a completely unrelated problem, not the scenario we are resolving. The crash is in system.log: Assert failed in AIShipCannonController.cpp line 870, expression string pADamages But look at your compile.log...the change worked for respawn. Midway in the file, is the...
  15. C

    Solved Dutchman Quest Revisions (Test Game Download Included)

    Good news. Even without your save, I constructed some console.c code to replicate the one part not yet working and this will probably do it: First, there are a couple bugs in the original CT CharacterUtilite.c. Change these two functions: int GetCharacterCurrentIsland(ref _refCharacter) {...
  16. C

    Solved Dutchman Quest Revisions (Test Game Download Included)

    Try changing condition for !=KILL_BY_ABORDAGE to this: Pchar.quest.dutchman_Respawn.win_condition.l1 = "ExitFromSea"); PChar.quest.dutchman_Respawn.win_condition = "spawn_dutchman"; That won't do exactly what you wanted...to leave Grenada. But as soon as you exit sea, it should recall the...
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    Solved Dutchman Quest Revisions (Test Game Download Included)

    Yep. Turns out my suspicion was not even close. It's because OnQuestComplete is called, and it's missing your Dutch Encounter. This should get everything...find and change the following to add DutchEncounterQuestComplete: battle_interface/utils.c void procTimerTimeOut() {...
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    Solved Dutchman Quest Revisions (Test Game Download Included)

    I kind of suspected it would be here...should have probably had you do this to begin with. Slight addition and change in the ransack_main, swap the order and add hp: ShipDead(... trace("ransack n is zero " + refEnepchararacter.id + ", " + refEnepchararacter.chr_ai.hp); I suspect we will not...
  19. C

    Solved Dutchman Quest Revisions (Test Game Download Included)

    In void ChangeAttributesFromCharacter, add: if (CheckAttribute(PastChref, "SuperShooter")) { CopyChref.SuperShooter = PastChref.SuperShooter; } In SpawnDutchman(), add: characters[qChar].SuperShooter = true; In LAi_fightparams.c, float LAi_NPC_GetFireActive(), change...
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    Solved Dutchman Quest Revisions (Test Game Download Included)

    Here is what I used to test it while standing on the pier in town. It matches the code in the boarding captain logic and works, if you keep your distance long enough: void ExecuteConsole() { ref pchar = GetMainCharacter(); int limit = SpawnDutchman(); ref chr; string ani...
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