• 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!

Search results

  1. Cerez

    Need Help Any idea how to fix this glitch?

    In "RESOURCE/INI/interfaces/save_load.ini", try playing with the "position" coordinates for "PROFILE_WINDOW_LIST" to change its size.
  2. Cerez

    Mod Release AoP:CT - Historical Immersion Mod v5.0

    The difference is you're adding an extra layer of complication on top of the original implementation. :rolleyes: The problem may not be apparent now, but after you start to add layer upon layer like this, the program becomes very difficult to oversee. This is how bugs are introduced into...
  3. Cerez

    Mod Release AoP:CT - Historical Immersion Mod v5.0

    To my best knowledge, these two constants don't exist in CT. So the result would be crashing the program/game. The C interpreter would stop with a fatal error. You could define/add these constants and assign them values, I suppose, but then you are rewriting how the game works.
  4. Cerez

    Solved Widescreen loading screens (previously: Graphic glitches on water when using dgVoodoo)

    A bit trickier, because they need to stay a particular, old-school Windows media format (WMV) in order to play in-game, but in theory it can be done.
  5. Cerez

    Solved Widescreen loading screens (previously: Graphic glitches on water when using dgVoodoo)

    Some of those are video (the intro sequences), and some are images. I suppose you could edit the images if you really wanted to. They are in "RESOURCE/Textures/Loading/". You'll need the TX Convertor to turn the images into uncompressed TGA: Index of /Cloud/Tools/Modeling+Texturing Then you...
  6. Cerez

    Solved Widescreen loading screens (previously: Graphic glitches on water when using dgVoodoo)

    Nope. :no The HUD will be stretched in widescreen unless you can find a UI overhaul mod. Age of Pirates: Caribbean Tales | WSGF Edit: There are some related settings in "RESOURCE/INI/interfaces/interfaces.ini", but I don't think editing these will give you the desired result, seeing as the...
  7. Cerez

    Solved Widescreen loading screens (previously: Graphic glitches on water when using dgVoodoo)

    Both of these seem/sound like a DirectX issue. What version of DirectX do you have installed on your computer? Are you running the game on Windows, or on Linux/Mac through WINE? I'm asking because these kinds of graphical glitches/issues are quite common when your graphics card is not native to...
  8. Cerez

    Mod Release AoP:CT - Historical Immersion Mod v5.0

    It's slightly more complicated in CT (from the same file): // some of ship parameters aref arCharShip; makearef(arCharShip, rCharacter.Ship); ref rShip = GetRealShip(sti(arCharShip.Type)); float fShipSpeed = FindShipSpeed(rCharacter); // wind power float fWindPower =...
  9. Cerez

    Mod Release AoP:CT - Historical Immersion Mod v5.0

    Start with the ship type that you're using in-game. That way you can test if the changes work after the first change. ;) Once you find out which stat(s) you need to tweak, it should be pretty easy to change it on all the ship types by quickly going through them. (Just be sure to keep a backup...
  10. Cerez

    Mod Release AoP:CT - Historical Immersion Mod v5.0

    Take a look in "Program/ships/Ships_init.c". You could compare the ship stats here with the unmodded game's for each type of ship. It may give you a clue as to what's going on if this whole issue is ship stat modification based, and a way to tweak/fix it to your liking for your game. You can...
  11. Cerez

    Need Help Dialogue marks over NPC heads

    That's unfortunate. :( Not sure what else to tell you. If they've messed with the quest flags code, then your game simply doesn't support quest flags on NPCs. The only thing you could do is try and port back this feature from an earlier game, like CT -- but that's a considerable undertaking. Or...
  12. Cerez

    Need Help Is it possible to fix this?

    Note that this actually happened on the old ships -- so it could be considered a feature, not a bug. :) The way to fix it would be to move the ship model's position marker lower using the Inez Dias Tool. You'll find the ship models in "RESOURCE/Models/Ships/". Here's how to use the Inez Dias...
  13. Cerez

    Need Help Dialogue marks over NPC heads

    The code looks right. Did you open the settings menu and click the "OK" button? You didn't say. It should work. I see no reason why it wouldn't -- unless the quest markers/flags code has been disabled or completely removed from COAS.
  14. Cerez

    Need Help Dialogue marks over NPC heads

    Did you remember to open the settings menu and click the "OK" button? Are the model files (GMs) still present in "RESOURCE/Models/quest_signs/"?
  15. Cerez

    Need Help Dialogue marks over NPC heads

    Okay, just put InterfaceStates.EnabledQuestsMarks = true; at the start of the "ProcessOkExit" function (as I've shown above). Save. Then start the game, open the settings menu, and click the "OK" button to apply your override. See if it makes a difference in-game.
  16. Cerez

    Need Help Dialogue marks over NPC heads

    Did they move it to "HUD" or "Mod Options" maybe? The "option_screen.c" file should still be there. They may have renamed it, but it should still be there, under "Program/INTERFACE/". Look for anything named "option" or "setting". What you're seeing here (the settings menu) has a code that...
  17. Cerez

    Need Help Dialogue marks over NPC heads

    :shrug I guess so. I don't know much about what the GOF mod changes. Do you mean that the settings menu is missing, or just that checkbox? If it's the latter, you could still make this suggested override in "option_screen.c", and it should work.
  18. Cerez

    Need Help Dialogue marks over NPC heads

    This is what it was likely complaining about. Something you've written into those INI files isn't in the right place and/or breaks the structure of the INI file (the language/syntax rules required for processing the information in the INI file). This could be something as simple as leaving out...
  19. Cerez

    Need Help Dialogue marks over NPC heads

    Based on this feedback, it seems to me that you're writing code into "RESOURCE" instead of the "Program" folder. (The INIs are located in the "RESOURCE" folder, and a syntax error means that whatever you've written isn't in the right place or written in the right language structure, can't be...
Back
Top