I think I inadvertently posted my first submission to a hidden forum Storm Coding...reposting if that is the case.
Fairly tested on WinXP, Win7 and Win8, with no known issues to this point. It is also Large Address Aware, to boost the app's RAM ability, if needed.
Assumes one already has the RESOURCE files from either AoP COAS or GOF. Also suggest applying the AoP.Patch.zip or the GOF1.2.Patch.zip to the existing directory of the original of either of these versions as in some cases, they contain some either missing or fixed RESOURCE files. I have only done these for COAS and GOF 1.2 as prior to a few days ago, they were the only versions I had ever used. The patch .zips also contain any Program script file fixes made along the way, but this new compilation has its own set, with the same fixes, but other minor changes needed for some renamed library script functions in certain cases. Thus, these contain all Program .c files each game needs, but applying the patch files to bolster any RESOURCE directory files of the originals will be helpful if one is pointing this game to those existing RESOURCEs.
The easiest way to test, without corrupting the original game, is to simply extract these files into a folder like C:\AoPGame\Age of Pirates 2, or C:\AoPGame\GOF, modify the start.ini directory paths to the original game in certain entries such as RESOURCE and/or SOUNDS.
Refer to the ReadMe.txt for details, and check the start.ini within the download for an example.
If trying AoP 2 COAS, you must use the supplied sounds directory. For some reason, the newer FMOD being used would not play the music .ogg files. Though they were perfectly fine and usable by VideoLAN. However, simply using VLAN to 'convert' them from .ogg to .ogg (LOL, I know, exact same format) worked for FMOD. So I did that to all the COAS .ogg music files (they are unchanged from the original in all other respects) and that is also why that particular download is so large; you will have to point this to its own sounds directory.
In GOF 2.5 Super, if choosing Original scheme, not all music will likely work with the FMOD version I used due to the issue described above. I experienced that problem with the music and revamping .ogg files with VLAN did the trick, but I only included those reworked files in my AoP COAS .zips (hence the size discrepancy).
There are two versions of each (except 2.0 and 2.5), one to run original DirectX 8 and the other runs DirectX 9. If you have any of these games, you can give this compilation of the engine source a try and feel free to provide any feedback; it should operate as normal, but hopefully with some improved stability.
GOF & AoP COAS Files: https://mega.nz/#F!WtMDgRxK!hbeUg86kGLlQAqvWRNwTqg
AOP2.Patch. = patch files for vanilla COAS with fixes
GOF1.2Patch = patch files for GOF 1.2 with fixes
AoPTest.zip = Our source compiled vanilla COAS in DirectX 8
AoPTestDX9.zip = Our source compiled vanilla COAS in DirectX 9
GOF1.2Test.zip = Our source compiled GOF 1.2 in DirectX 8
GOF1.2TestDX9.zip = Our source compiled GOF 1.2 in DirectX 9
GOF 2.0 = GOF2TestDX9.zip in DirectX 9
GOF 2.5 Supermod = GOF2.5SModTestDX9.zip in DirectX 9
Fairly tested on WinXP, Win7 and Win8, with no known issues to this point. It is also Large Address Aware, to boost the app's RAM ability, if needed.
Assumes one already has the RESOURCE files from either AoP COAS or GOF. Also suggest applying the AoP.Patch.zip or the GOF1.2.Patch.zip to the existing directory of the original of either of these versions as in some cases, they contain some either missing or fixed RESOURCE files. I have only done these for COAS and GOF 1.2 as prior to a few days ago, they were the only versions I had ever used. The patch .zips also contain any Program script file fixes made along the way, but this new compilation has its own set, with the same fixes, but other minor changes needed for some renamed library script functions in certain cases. Thus, these contain all Program .c files each game needs, but applying the patch files to bolster any RESOURCE directory files of the originals will be helpful if one is pointing this game to those existing RESOURCEs.
The easiest way to test, without corrupting the original game, is to simply extract these files into a folder like C:\AoPGame\Age of Pirates 2, or C:\AoPGame\GOF, modify the start.ini directory paths to the original game in certain entries such as RESOURCE and/or SOUNDS.
Refer to the ReadMe.txt for details, and check the start.ini within the download for an example.
If trying AoP 2 COAS, you must use the supplied sounds directory. For some reason, the newer FMOD being used would not play the music .ogg files. Though they were perfectly fine and usable by VideoLAN. However, simply using VLAN to 'convert' them from .ogg to .ogg (LOL, I know, exact same format) worked for FMOD. So I did that to all the COAS .ogg music files (they are unchanged from the original in all other respects) and that is also why that particular download is so large; you will have to point this to its own sounds directory.
In GOF 2.5 Super, if choosing Original scheme, not all music will likely work with the FMOD version I used due to the issue described above. I experienced that problem with the music and revamping .ogg files with VLAN did the trick, but I only included those reworked files in my AoP COAS .zips (hence the size discrepancy).
There are two versions of each (except 2.0 and 2.5), one to run original DirectX 8 and the other runs DirectX 9. If you have any of these games, you can give this compilation of the engine source a try and feel free to provide any feedback; it should operate as normal, but hopefully with some improved stability.
GOF & AoP COAS Files: https://mega.nz/#F!WtMDgRxK!hbeUg86kGLlQAqvWRNwTqg
AOP2.Patch. = patch files for vanilla COAS with fixes
GOF1.2Patch = patch files for GOF 1.2 with fixes
AoPTest.zip = Our source compiled vanilla COAS in DirectX 8
AoPTestDX9.zip = Our source compiled vanilla COAS in DirectX 9
GOF1.2Test.zip = Our source compiled GOF 1.2 in DirectX 8
GOF1.2TestDX9.zip = Our source compiled GOF 1.2 in DirectX 9
GOF 2.0 = GOF2TestDX9.zip in DirectX 9
GOF 2.5 Supermod = GOF2.5SModTestDX9.zip in DirectX 9