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Solved Advanced Interface and Flags Code (and much more)

all of the girls I added? o_O

EDIT: You simply could overwrite the skeleton-model by a normal man model.
The model is davy1.gm
 
mhm.. did you noticed a woman that does this also in willemstad port? should be one lady there
 
There seems to be a problem with the pennants, at least with this flag as they are white.
That is indeed what the textures are set up as. Once we've got things working, we're going to have to update the actual texture files to be what we want.

It seems I have forgotten how to change flags in game. I would like to change my personal flag but can not.
You have to do it through code at the moment; no in-game option anymore. :(

the green fellow is a citizen :D :rofl
that proves at least that my citizens are working^^
if you don't want him (I think you're more the realistic players) I just change him to a man-model. Would require a new game.
I don't think this is too bad, was just a little 'easter-egg' from me :D
Little bit on the silly side, eh? If you ARE going to do that, give him a name to match up with his look. :wp
 
Nah, I'll replace him with another model :D I will put him somewhere else with his own dialog, I like this guy :D
 
strange.. I know that some of these models will work with officers! Did I have missed something in the code? -.-
 
In the meantime, I've made some sort of crazy hybrid installation of WIP 12 and WIP 15. I brought the number of different files down to 50 or so.
And Philipsburg still exists and I haven't seen wrong nation relations yet. The island names and interface Pirate/Personal flags don't quite match up, but that is just cosmetics.
I'll be putting my changed files together and uploading them later this evening. I need to know if there are any major gameplay problems with it.

strange.. I know that some of these models will work with officers! Did I have missed something in the code? -.-
I don't think you should use "Caroline_K" anyway. That's supposed to be a unique Woodes Rogers storyline character model.
 
:ahoyExcellent call. The extra street merchants are in fact generated by the crew members on shore mod. That probably also explains why some of the them have the stacks of people.
 
That does explain it. I've seen lots of stacking characters with that mod enabled too.
 
I can report that the saving Toff Oremans daughter quest is broken. You get the quest, go to the ship, kill the pirate and the daughter doesn't appear.
 
Build 14 Beta 3 WIP 12/15 Hybrid Test Version

Download: http://piratesahoy.net/build/wip/b14_beta3_wip12_hybrid.exe (12.8 MB)
Installation: Extract on top of Build 14 Beta 3 WIP 12 AND DELETE YOUR "options" FILE!!
New game: Required

It should be possible to install this on WIP 15 too. Note that you will lose some new content, including the new Select Storyline interface.

Known Issues:
- Stock island names in Map Interface and probably the Worldmapare not all correct
- Personal/Pirate flag Interface discrepancies

This version is the WIP 12 code base with as much of the WIP 15 content added as I could, hopefully without introducing the worst problems we have been experiencing:
- Philipsburg on Saint Martin not showing up
- Incorrect Ship Relations at Sea
- Characters showing up during boardings that don't join the fight properly
- Wrong period soldiers during Saint Martin war (and possibly elsewhere too)

Please test this and let me know if the above DO or do NOT happen. And also if there are any other major problems we didn't have before.
I'm especially interested to know if boardings work properly or not in this version.

If you are checking "Incorrect Ship Relations at Sea", use Arcade Game Mode and the Sail-To Menu to check initial relations.
If you are unsure if hostile ships are due to being recognized or not, check your compile.log: the "We are recognized, captain!" now appears in there so you can check after the fact.

I can report that the saving Toff Oremans daughter quest is broken. You get the quest, go to the ship, kill the pirate and the daughter doesn't appear.
Wa? I tested that quest not so long ago. Anyway, I'm not going to be able to look at specific issues until we've got the general ones sorted.
I made a note on the To-Do list.
 
You can make a copy? This version isn't meant for proper playing. I'm hoping that a bit more merging will get WIP 15 to a playable state. Now THAT would be nice.
 
Me too. It is nice.

It takes longer to set the options and controls than it does to create a new install. I'll get back up there soon enough.

I started the Assassin storyline and went straight to San Juan. It looked like the whole Spanish fleet was there, war galleons and all. I came in from the North so I a clear view of what was waiting for me. I closed to just over 2,000 yards before chickening out and turning around, but the never recognized me.
Came back the next day and it was clear sailing into port. When I got next to the fort the "we are recognized" message started appearing but I never saw a ship.
That is good enough for me!

On the way there I switched flags and had a lot of trouble doing it. I suspect it was going to the world map and back that got it going, or else it was just being persistent and clicking on the flag icons repeatedly.
 
Just started on Cayman no problems to report except a few citizens can't load their dialogue.
 
Weird Woman.png
Weird Woman.pngWeird Woman.png Also note this weird woman in red a graphic anomaly from about 4 versions ago.
 
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