• New Horizons on Maelstrom
    Maelstrom New Horizons


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  1. shazbot85

    No Rulebook

    Do you mean the visual luffing in the fore-aft rigged sails? Lateens and gaffs seem to 'ripple' at all times, instead of drawing, I noticed that. I don't know that anything can be done for it, unless someone can mod the sail animations
  2. shazbot85

    About mixing builds

    I would say that I'm not at liberty to give a definitive answer on that. You may want to ask Pieter his opinion, or one of the honchos, I wouldn't presume.
  3. shazbot85

    Build 13 - New ship retrofit

    Well I did it for myself and thought I'd share it for whoever wants it. I noticed the fast barque has no sails though, I don't know if it has that problem with 14 alpha 8 or it occured somehow with moving it.
  4. shazbot85

    Build 13 - New ship retrofit

    Hello everyone, I've spent a few hours taking all the new ships that have been added to the build since build 13 and arranging them to be backwards compatible with the old build and I thought I might put it up for download for anyone else interested in having these cool new ships, and who is...
  5. shazbot85

    About mixing builds

    No idea, I suppose you'd be better off asking him
  6. shazbot85

    HMS Surprise?

    Exactly, she's too heavy, she was a lighter frigate <img src="style_emoticons/<#EMO_DIR#>/cool.gif" style="vertical-align:middle" emoid="8)" border="0" alt="cool.gif" /> There is a more detailed account with regards to the Patrick O'Brian HMS Surprise <a...
  7. shazbot85

    About mixing builds

    #include is a C and C++ preprocessor macro, it does just that, includes the file (copies it's contents) into the file it's called when the preprocessor is run. LoadSegment seems to temporarily load a file into interpreter memory, you can then call functions from that file until you unload the...
  8. shazbot85

    HMS Surprise?

    42 guns? Isn't that too much? I'll have to read HMS Surprise again.. but I thought she was a Jackass frigate. 42 guns is far heavier than she was.
  9. shazbot85

    About mixing builds

    I see, so it seems that this hashtable class is equivalent to what we'd have in C++ as an array of pointers. However, in C++ atleast, a pointer must point to a certain data type to be dereferenced. So while you could index this array of pointers you couldn't change what type a pointer pointed...
  10. shazbot85

    About mixing builds

    As you like, I leave you to the help of more experienced coders, your questions are apparently beyond me. You may note however, that a "hashtable" as you refer to even must take note of the size of a variable or data member. You may also know that an integer takes 4 bytes generally while a...
  11. shazbot85

    H.M.S Bounty

    <!--quoteo(post=274294:date=Aug 19 2008, 09:42 PM:name=Andyintore Falcus)--><div class='quotetop'>QUOTE (Andyintore Falcus @ Aug 19 2008, 09:42 PM) <a href="index.php?act=findpost&pid=274294"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Well, as i said, i would check out about...
  12. shazbot85

    About mixing builds

    I'm not sure about null aP, but I think no rAP data refers to a reference to an object or data member of an object returning no data. How exactly the 'object' type works in this interpreter is a little unclear to me, but from what I can tell it's similar enough to a regular struct to cause some...
  13. shazbot85

    Maturins Weather Mod

    I might just port it to AoP too, looking at the updated engine it has much more potential for what I'd like to do.
  14. shazbot85

    Alpha 8 Black Screen

    Wrong topic.. <img src="style_emoticons/<#EMO_DIR#>/tongue.gif" style="vertical-align:middle" emoid=":blah:" border="0" alt="tongue.gif" />
  15. shazbot85

    Alpha 8 Black Screen

    To be sure we're all installing the same B14 alpha 8, this is the one we're supposed to use?
  16. shazbot85

    SoFS Models

    Very good of you Cap'n Drow, I'm much obliged <img src="style_emoticons/<#EMO_DIR#>/me.gif" style="vertical-align:middle" emoid=":onya2" border="0" alt="me.gif" />
  17. shazbot85

    SoFS Models

    Ah, so there is a tutorial for adding ships. I looked through the tools,tip, and tutorials and couldn't find one that dealt with the details of how to actually add a ship to the game. Do you have a link available?
  18. shazbot85

    SoFS Models

    So you are translating it to be a mod for AoP, or to add it to the build mod? Do I have this right: Add a ship to game, Copy the .gm models to resources/models/ships/{shipname} Copy the textures to resources/textures/ships/ Add the ship info to ships_init.c where refShip.Name refShip.SName...
  19. shazbot85

    SoFS Models

    Well let me put it differently, What is involved in adding a ship to the game? They're already in .GM format with textures and everything, if it isn't too complicated or disallowed for some reason I may just undertake to do it myself.
  20. shazbot85

    BUILD 14 A8 - Anchor at Jamaica

    I have the same problem, only it's just Redmond (Jamaica) that crashes. But the only other island I've tested is Cayman. Error.log: <!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->RUNTIME ERROR - file: sea_ai\AIGroup.c; line: 228 missed attribute: index RUNTIME ERROR -...
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